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Azvalk

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Posts posted by Azvalk

  1. il y a 8 minutes, Azvalk a dit :
    il y a 12 minutes, sam686 a dit :

    not always. Be a client in multiplayer squad, then press the transference and use context action buttons at the same time. 

    Yeah, great bug, awesome.. 
    So, a useless idea that breaks the coherence of the concept, and in addition, it is bugged. u.u

    what's next? '-'
    They will put a dev on it to fix this bug ?
    Or put some devs on it to remove this bad idea of mandatory death, and come back to a concept that works '-' ?
    I remind you that being killed by the lich pushed the players to not fight the lich, which forced DE to create a way for the lich to leave. <. <
    I say that to insist on the fact that, from the begining, this little silly idea is problematic >.<

    • Like 3
  2. il y a 3 minutes, sam686 a dit :

    not always. Be a client in multiplayer squad, then press the transference and use context action buttons at the same time. 

    Yeah, great bug, awesome.. 
    So, a useless idea that breaks the coherence of the concept, and in addition, it is bugged. u.u

    • Like 3
  3. il y a 5 minutes, TenebraeAeterna a dit :

    You could easily make sense of it...

    The Tenno aren't worried about the death of their Warframes, but they are essentially the peacekeeping force of the origin system...now working towards stopping an oppressive tyrant that they, themselves, created. It makes perfect sense that they wouldn't hesitate to throw themselves into harms way...as they regularly do just that. The fact that the liches go from a downed state to suddenly murdering you could be explained by the incorrect sequence of requiem mods being what imbues them with greater power, rather than their murder of you...so they get a rush of strength and break you before departing through their further ascension.

    Pretty easy to explain it within the lore's context...but I can see how it's not fun to some. Personally, I don't care...it's not really a big deal to me...especially in a game where death holds so little meaning.

    It's also the way I explain it to myself, if I really had to accept it.
    but I still do not want to accept this idea because it's just bad.
    It's like if a game master of a roleplay session, unfairly decided to kill a player, like that, on a whim.
    This death is absolutely not the result of a player's incompetence.
    It is rather the result of an incompetence of the dev to produce an enemy constituting a real threat.

    • Like 1
  4. il y a 6 minutes, GruntBlender a dit :

    Ostensibly, the 2 hour lich grind is there because they didn't think people wanted to wait 3 months for the kuva weapon

    Obviously in the context of Warframe, even a nemesis cannot decently take us 3 months to kill.
    But here we are farming, a nemesis. do you realize how absurd it is ?
    Some people had already mastered all the kuva weapons, in a few days/week..
    Do you see the massive loss of credibility that this causes ?
    The principle of a nemesis, is destroyed.

    • Like 1
  5. il y a 6 minutes, ixidron92 a dit :

    The more people who complain, the worse the atmosphere, the less people will spend in the game. Once you touch their wallet, that's how things change.

    I don't like that because I know they don't deserve that, the game is one of the most successful games, and this dev team is among the most competent in my opinion, but if we have to get angry to make them realize that they have made a serious mistake, (although it may seem like it's not so bad), I'm ready. '-'

  6. What ? the liches die when they kill us ?
    They shine °-° that's not a death, that's not a dismemberment !
    Their dialog still has no sense.
    I am, currently, over 200% disapointed by Steve's anwser, and I don't want to be disappointed by steve, I love him T.T

    I love the game since forever, I absolutely love all the ideas that make this game, I'm 100% in love with the style of the universe, you could say I'm the whitest of all the white knights xD I don't care.
    But on this idea ! I cannot .. I cannot, sorry, for the first time, I have an idea to hate because it's bad, sincerely, bad. I say that with all my expertise of 6 years in this game,
    this idea must disappear !
    And I want to see everyone in my case say it as loud as me !

    The reason why it's a bad idea is simple !
    It's a useless idea !
    The lich does not need to kill us in a guaranteed way on this finisher failure, to be an enemy capable of killing us.
    It already can catch us during the fight, anytime.
    Put real damage on this kind of attack ! Trigger the cutscene of our death in the case of mortal damage ! There you go !
    You have your lich capable of killing a warframe !
    No need to #*!% up the basic idea ! No need to force people to die !

    Look a little at the current situation, we are dead, at his feet, and we learn something ? xD (murmurs)
    What will happen when we attack the lich on his ship ?!
    We will die in front of it, use a revive, and the lich will always be there ?
    I hope it will not go, it's his ship !
    The system was perfect as presented to the Tennocon, and this ugly idea of mandatory death brings a whole lot of useless inconsistency !

    So, I repeat the correct way to fix the system :

    The lich has a 3 part life bar.
    - We empty the first.
    - We attempt the mercy.
    - First mod correct. ^^
    - We empty the second part.
    - We attempt the mercy.
    - Second mod, wrong °-°
    - The lich throws us away. IMPORTANT
    - We are still alive. Maybe a little script for his AI, more attempt of grabbing us here.
    - We empty the third.
    - We attempt the mercy.
    - First mod correct, second wrong, third ? Don't know. Because to know that, we need to succeed on the second '-'.
    But in the end, the lich is dead on the floor, killed the wrong way.
    So the Kuva reacts, like it did when the lich was still a Larvling..

    I don't know how to end this message.. thanks for reading '-'

  7. Atlas kit is "fine", especially since his Petrify is instantaneous, and his passive grant him more armor.
    With his recent prime, I wanted to play more with him, but I found that he conserves 2 major issues that bother me..
    - His 1, Landslide, is too..simple, and it's often frustrating not to be able to use it, just because the nearest enemy is out of range, just by one meter >.<
    - And his 2, Tectonics, is just..useless.. '-'
    I mean they are some warframe powers which are often said to be useless, but which in reality are useful for people who know how to do it, but in this case, that poor little stone wall that rolls..
    I never found the opportunity to use it..

    So, here are my little suggestions to improve Landslide and Tectonics.

    For Landslide:
    I suggest an "hold to use", similar to Mach rush, of Gauss.
    Of course in the case of Atlas, no high speed, but a continuous charge that hits the enemies on its way. Maybe only for a certain distance or duration, or with a drain for each meter.
    Since Atlas does not do this charge for speed, he does it for damage, so while Gauss often leave enemies alive, Atlas would most likely kill them, as the damage would be similar to that of the simple use of the ability.
    Of course, simple use by tap remains possible, as currently.
    This solution bring the possibility of starting to cast the ability, in preparation to attack that group of ennemies that we see 20, 30 meters away.


    For Tectonics:
    I suggest the removal of the Tectonic Fracture augment mod. Really useless mod that exists only because the base abilty is already useless..
    The basic ability would be able to generate 2 walls, a number influenced by the power strength and the passive armor counter.
    At 200% power, we would have 4 walls.
    And the 1500 counter could allow us 4 other walls, regardless of the power strength.
    By holding the ability key, each wall would be sent in a straight line on the direction it faces.
    Landslide could be used on a wall to send it in a specific direction.
    I already see much more use for this ability ^ ^

    The rest of Atlas is pretty good, I've seen suggestions of big rework and adding totally new abilities, but .. no..
    In my opinion, Atlas is in good state, it's just his 2 first abilities that would deserve a little improvement.
    These are abilities that date from another era of the game I think..

  8. Since the last update I think, the syandana Cape Kuva, is distorted like this:


    20191201212417_1.jpg?width=1201&height=6



    The hood has passed under the cloak.
    This problem is not solved by shaking as is sometimes the case with other syandana who do strange things.
    It is not solved either by unequipping and re-equipping the syandana.
  9. Wooh, I already love this thread ^ ^
     

    Le 24/11/2019 à 15:05, AdunSaveMe a dit :

    The whole deal with the Liches revolves around their supposed power of revival, specifically "the gift of resurrection" according to the update page. A lot of their dialogue is about dying and revival and immortality, bragging about "coming back" and stuff. But Liches only die once. When a player fails a requiem combo, they die instead.

    I feel like this is completely backwards, and that failed requiem attempts should kill the Lich instead. As in, the only way to put them down for good is to get the correct requiem combo, like how Nemeses in Shadow of Mordor keep coming back and evolving unless you kill them in a specific way. Not only does that fit in with the theme of their resurrection power and their immortality, but it also makes more sense in that the Lich is learning from their death, instead of starting out with the ability to kill you instantly and never changing or developing from that point. They can already kill you instantly, so what are they learning? Where is their power coming from? Whereas being put down temporarily and coming back stronger makes more sense.

    Right now, it's kinda weird to have it the way it is, and it feels like it's only there to pretend there's a challenge; but taking a player's revive because their requiems were wrong isn't a challenge. So in the abscence of mechanic importance, the only thing it accomplishes is the feat of being thematically out of place

    Completely agree.
     

    Le 24/11/2019 à 16:35, Steel_Rook a dit :

    Not only would this avoid us jumping on their sword, it would also allow us to test all three of our Requiem Runes even if the first one was wrong.

    On that point, I would like to bring a slightly different idea,because I think that if we are allowed to test all 3 mods, the difficulty of the puzzle will go down rapidly..
    So, here is my suggestion:

    The lich has a 3 part life bar.
    - We empty the first.
    - We attempt the mercy.
    - First mod correct. ^^
    - We empty the second part.
    - We attempt the mercy.
    - Second mod, wrong °-°
    - The lich throws us away.
    - We are still alive. Maybe a little script for his AI, more attempt of grabbing us here.
    - We empty the third.
    - We attempt the mercy.
    - First mod correct, second wrong, third ? Don't know. Because to know that, we need to succeed on the second '-'.
    But in the end, the lich is dead on the floor, killed the wrong way.
    So the Kuva reacts, like it did when the lich was still a Larvling..

     

    Il y a 7 heures, Watsof a dit :

    Unfortunately, in the latest Devstream Rebecca addressed the complaints and said that they are happy with the lich system as it is currently, so I wouldn't expect changes anytime soon, if ever.

    I'm really really afraid of that.

     

    Il y a 7 heures, Watsof a dit :

    I surely expect liches to be fully integrated in the Railjack system (obtaining capital ships and all)

    I thought back to that recently, and I realized, there's going to be a new consistency problem, if the system stays as it is.
    Imagine: your lich got his ship, you go there, you may be aware of the 3 mods, but still not the exact order.
    You do the mission, as at the Tennocon.
    You get to the lich, and there, the lich kills you, because your second mod is wrong, for example.
    What's going to happen ?
    The lich is not going to leave, it's his ship! It would be a major inconsistency.
    So what ? We use a revive? At his feet ?
    We play the immortals in front of the nemesis supposed to be the immortal ?
    And after that ? Yes we are standing again, and the lich is still there, our mods are always in the same order .. so what ..?

    The only real solution is to be able to kill the lich, so that the kuva takes him to be resurrected.

  10. il y a 1 minute, enemystand a dit :

    you randomly get the msg that there is no room but if you keep pressing the build button eventually will build it if there is space, might be a error due to the server being slow at the moment

    If that's it, it's the most deceitful thing I've ever seen xD
    I will try it in a few hours .. when the 4 corridors will be destroyed .. thank you for hope ..

  11. il y a une heure, Mr.Fluffins a dit :

    I propose that now, instead of parazoning or ignoring your Lich for the rest of the mission, you have an option to down him several times with regular weapons (let's say 3). If you do that, your Lich leaves,

    See that ? This need of finding a solution to the problem of "I don't want to fight it, my mods are not ready, I don't want to level up it for nothing" ?
    Well, this need, should not exist.
    Why it exists ?
    Because the original idea has been broken. ( And for no real reason I think.. I'm still searching.. )
    We were supposed to deal with an immortal enemy.
    We kill him the wrong way, he gets resurrected, stronger.
    Simple, logical, and very effective concept, with plenty of creepy charisma for the Kuva.
    Now we have what ? He kills us, when we do what we are supposed to do ? By a mecanic of bet ? Not a fight ? Why ? And... and.. where is the immortal aspect ?
    Where is it ? I don't see it..
    And I don't see it in your idea too, and yet it could exist.

    So, here's again, my suggestion, which is more closer to the original idea.
    The lich has a 3 part life bar.
    - We empty the first.
    - We attempt the mercy.
    - First mod correct. ^^
    - We empty the second part.
    - We attempt the mercy.
    - Second mod, wrong °-°
    - The lich throws us away.
    - We are still alive. Maybe a little script for his AI, more attempt of grabbing us here.
    - We empty the third.
    - We attempt the mercy.
    - First mod correct, second wrong, third ? Don't know. Because to know that, we need to succeed on the second. Understood ? '-'
    But in the end, the lich is dead on the floor, killed the wrong way.
    So the Kuva reacts, like it did when the lich was still a Larvling..

    That way, we have the important, "immortal" aspect of the idea.
    We have the kuva, that uses death, for reinforcement.
    Creepy °-°
    And all the dialogues of the liches make sense again.
    "Killed me. Over and over! And still I grew stronger!"

    And here, we can put your idea, progressive level up, because.. it's nice I think '-'
    Because it's true that with a system which level up the lich every time we kill it, this is a good reason for people not to want to do it.
    So, progressive level up, fine.

    For the rest of the suggestion, linking the lich to the syndicate missions and sorties, these are good attempts, but this kind of mix must be done in a very thoughtful way, by the devs. Personally I really hope that the system will change to another version during the Empyrean update.
    Right now the system looks like an island, I hope empyrean will connect it to the rest of the game.

  12. The problem is much more basic than we might think.
    Kuva liches, are simply a subject that should not be affected by the "farm aspect" of warframe.
    A Nememis ? Which we grind ? Does it seem logical to you ? Does it seem credible to you ?
    Personally, I find that makes the whole concept ridiculous.
    I would much prefer that we take days or even weeks to kill a lich.
    That it offers a whole gameplay, like a quest, like a piece of solo game (with coop).
    There would be a real sense of accomplishment.
    I mean you have seen the requiem mods.. They have poem on it.
    It's lore ! Their place is in some specific quest missions with enigma ! Not in a rng system !
    The weapons ? Yes there are 13, and yes, some players want them quickly.. Well, some weapons take very long time to obtain.. Zylok ? Wait the reconstruction of a relay xD
    You know why some people want it quickly ?
    Because warframe glorified the grind too much..
    But players who have dedicated 6 years to this awesome game, want immersive adventures to play with their "favorite super-heros"
    They have 90% of the game, aside, where they can grind, it will always be there, no worry.

    Personnaly I only hope that this update is only a beta version of the final form of kuva liches. Because we are very far from an adventure a Nemesis could offer.

  13. il y a une heure, (PS4)Silenceform a dit :

    In video games, forced deaths are often bad game design choices because they are unfair from the player point of view; players should die because they deserved it, not from actions that they can't control or by a combination of events that cause a death that they can't prevent or avoid, especially when performing a supposed good action, which in the case of Kuva Liches it will mostly happen unless very lucky when attempting to find the correct order of requiem mods in order to beat them.

    A big part of why most players are not willing to mercy/deal with their Kuva Lich when they appear in their missions is because of the forced death mechanic. Another good reason why they don't want to interact with their Kuva Lich is because the correct combination of requiem mods required to beat them is gated behind randomness or aka RNG; you can know which mods are required but not the order assuming you have killed enough Kuva Thralls to reveal all of the 3 requiem mods. Also making the Kuva Lich stronger doesn't give extra rewards.                                    

    This forced death mechanic from Kuva Liches has to be removed so players can enjoy fighting them more. Allowing a villain to perform a finisher move on the main protagonist should be only possible if he has been exhausted/weakened enough or caught by surprise(e.g Manics in Warframe) and this rule should also apply to Kuva Liches. Finisher moves against the Tenno have to be used with caution; they have to be used in the right circumstances otherwise only frustration will be experienced.

    Totally true
    And the worst thing about all this is that this error was not supposed to be there.
    Do you remember the tennocon?
    Lich: "I build a small empire. You tore it down. Anhiliated my fleet. Killed me. Over and over! And still I grew stronger!"
    The Kuva lich is an enemy possesed by the Kuva.
    Kuva has fun defying death in this concept.
    And that's what was terrifying about this idea.
    But DE changed his mind, for no other reason than "oh, things change during development" which Pablo told me, during his stream.
    Sorry but I do not accept xD
    Things change, ok, why not, but why that, in particular?
    It was perfect ! It made sense ! The lich could be killed in the wrong way, and it would be resurrected, stronger.

    They imposed this idea .. that sucks, let's say frankly, it sucks, to be killed by a bet, and therefore they created the problem of the player who does not want to attack their lich. They created it, while the basic idea did not have this problem !
    We are facing an enemy who tests our strength, something epic, and we are killed by a stupid bet ? No, just, no. Revolt people !
    I worship Warframe since its beginning, I say only good things about it, since always, and it's the very first time I see such a mistake. T.T I'm sad, really..

    Since the update I think only of that, I returned that in my head in all the directions, why did they do that, what can be the technical reason of this illogical change which ruins everything ?!

    I see 2 possibilities:
    - Simplification for .. I do not know what reason.
    Which does not simplify anything, on the contrary it creates a problem.
    - Highlighting the power reversal of which they are so proud.

    But even with these 2 possible reasons, I can not accept it.
    Because, no, it's an endgame boss, this is not the time to make life easier for casuals.
    And it is not necessary to kill the original idea to integrate the power reversal.
    The lich can catch us anytime during the fight.
    Play with the camera when it is the case and that's it.
    If you want the lich to be deadly on these occasions, tie the damage to its rank.
    25-50-75-100% depending on its rank. Or maybe random.
    I'm fine with the lich being deadly during the fight, but I'm not, and will never be, with it being deadly on a stupid bet.

    My suggestion is simple, and I already exposed it on the main thread.
    We kill the lich with wrong mods, it resurrects.
    Let's say you have the first mod that's right.
    The next, wrong.
    So the lich pushes us back. With some damage if you want..maybe even an increased chance of being grabed.
    But, we can attack its last bar.
    And so the animation play like this:
    First mod: confirmed, second: wrong, last ? It doesn't show, because the precedent is wrong.
    And, the lich is dead on the ground, and the kuva reacts, rises it in the air, and takes it away for its resurrection.

    Is that so difficult to put that in the game ?
    What would be the bad thing about that, DE ?
    What bothers you in this gameplay sequence ?
    I seriously need to know, because this is the lich concept I wanna play, since you hyped us at tennocon with this idea of the immortal ennemy that keeps being resurrected.

    Sorry for wall of text u.u

    Il y a 2 heures, (PS4)Silenceform a dit :

    What i propose to replace the forced death :

    - If the player is low on health(having ~20% health or less)or in a bleed out state(can't use the quick revival feature during bleed out), he become vulnerable to Kuva Lich finishers.

    This..
    Well, good attempt, but I think it would make the fight too easy.
    The lich has to use his abilities a lot more often and try to catch us more often.

     

    Il y a 2 heures, (PS4)Silenceform a dit :

    Other things i want to change about the Kuva Lich :

    - Only 3 missions under his influence are needed to be done to know the requiem mods required to beat him. During each of the 3 missions, the player have to find and kill all the Kuva Thralls in order to reveal the requiem mod to use against the Kuva Lich.

    Too simple

     

    Il y a 2 heures, (PS4)Silenceform a dit :

    - In the Kuva Lich UI when all 3 requiem mods have been revealed to the player, requiem mods are shown in the correct order to beat the Kuva Lich. A UI error box should appear to inform the player if he place his requiem mods into his Parazon in the wrong order or use a wrong requiem mod before starting the Kuva Lich assassination mission.

    Too simple, and the fact that we have to find the correct order is a important part of the concept..
    Thanks to that, we kill it the wrong way severals time, and it gains strenght.
    That was the original idea that made sense..

  14. Le 01/11/2019 à 15:04, Furling. a dit :

    Very interesting. Would like to see this kind of warframe ingame. Really good idea. Thank you Azvalk for this ! 🙂

    Thanks 😄
    I just edited a small important detail, I added the possibility of a finisher in the use of Needles ( the 4 ).
    The melee rework has proved that it is possible to have a very fast finisher, and to trigger it by interraction, so.. Arann will make good use of it.

  15. il y a 22 minutes, Aldain a dit :
    il y a 27 minutes, Sitchrea a dit :

    3. Liches need to die when they are killed. Right now they are hardly Liches, they are juggernauts. Having the wrong Requiems on your Parazon should not cost the player a life, it should cost the Lich. Liches are immortal; let them be immortal.

    I find it funny how DE took inspiration from Shadow of MorWar but somehow did the opposite of how the game could keep reviving a Uruk you killed over and over until he became a real threat.

    They are immortal, but they never actually die more than twice, once as a larva and once by the requiem mods.

    If anything killing them improperly should have been what made them stronger, not them killing you.

    exactly !
    Thanks !
    Let's unite, people, we need to be heard on this point, it's important.
    Immortality of the lich, is a defining part of the concept.
    We need to see the dead lich on the ground, killed by wrong mods, and so the kuva reacts, rise it in the air, like it did with the larva, and teleport it for resurrection, stronger.
    The creepy aspect of the kuva that cheat death is really important.

    Of course the power reversal thing is epic, and needs to exist, but it can be anywhere during the fight.
    Longer fights, dangerous lich that can catch us anytime, and logical outcome when we put it on its knee

    • Like 1
  16. il y a une heure, RICK_BO a dit :

    So what are we supposed to do when we encounter our Lich and we Don't want to confront it yet? I'd rather not raise the difficulty of the rest of the Murmur farm when I don't even have the first requiem yet. With Everyone receiving murmur progress it was in the best interest to fail and let everyone gain progress, but with that removed, I'd rather leave my Lich lower ranked until I'm ready to seriously try my Requiems.

    But that blocks other people from getting their Liches, which leads to strife in the squad and people get told (not often politely) to go play this multiplayer game solo.

    So what do we do? End up with lvl 100 excavation missions that are absolute ass to run. Or can we have a method to drive the Lich away. If my Lich gets downed ten times without a lethal takedown attempt, they might take a tactical retreat and Free up the Mission for Another Lich. Or if we Kill ten Thralls in the Liches presence they may desire more troops before they come to harass us again.

    The solution is:

    Possibility to kill the lich.
    Empty his first bar, try mercy with probably the bad mod, fail, be thrown away, alive.
    Attack the second life bar, try again, fail again on the first mod, maybe the second is right, but be thrown away all the same ..
    Attack the last bar, the mercy kills it.
    But of course, as this is not the good requiem, the Kuva intervenes, lifts the dead Lich in the air and take it away for its resurrection.

    This brings:
    - The 3-step fight against the lich is done several times.
    - There are plenty of opportunities for the lich to catch us, and kill us with a deadly finisher.
    - The first version of the concept is respected, we are dealing with an immortal enemy who keeps on reliving.
    - The coherence of their dialogue is back.
    - We have a way to not block the spawn of other liches.

  17. Il y a 2 heures, Kaotyke a dit :

    Will the playerbase ACTUALLY stand to have a nemesis for such a long time?" I'm not sure, but the reactions of the people here in these forums suggest that "No, they will not. They will want near instant gratification."

    We, (the true passionnate players that love warframe for it's universe, and who know what Steve tries to build as a dream game), don't care about instant gratification.
    We want what Steve wants, a nenemis system, a thing in the background, that last, and take time to kill.
    A thing that evolves, and surprises us. A thing that bring gameplays opportunities, like never happened in warframe.
    A fight with immersion, real danger, a fierce duel.
    It's not because we're on warframe that everything has to be farmable.
    80% of the game is already farm.
    Can't we have, for once, an element that isn't about farm ?
    Something sustainable, which every day brings its little bit of adventure ?
    Please DE, Please Steve, don't renounce to your dream vision to please the casuals/(or not) players who just want to farm, eternaly.
    The game wants the true, great adventure.

  18. il y a 7 minutes, Omega-Shadowblade a dit :

    The lich already attempt to grab you if you enter close melee range. It does significant damage too, I've gotten killed from it a couple times being careless.

    Yes, but I mean, if they absolutely want to give it a deadly finisher, who kills us at 100% chance, they can do it, in the same way as these little finishers that do big damage.
    There is no need to replace the possibility of killing the lich, there is no need to kill the original idea of the kuva that resurrects the lich stronger.

  19. Even if it is not this week or the next, of even after, please go back to the original idea: the Lich can die and be resurrected by the Kuva, stronger, if we did not kill it with the good requiem.
    The lethal finisher it inflicts to the tenno is epic, ok, but it can be anywhere else in the fight.
    In fact it solves several problems:
    - Liches can die, so it doesn't prevent other player's liches to spawn.
    - Dialogs of the lich become coherent.
    - Kuva enters in action, so it's logical, epic, creepy, and the definition of the Kuva is respected.
    - Gain of murmurs on bad attempt is more logical.
    - Lich fight gains some difficulty, because the lich can kill us more easily if it manages to grab or stun us.

    • Like 5
  20. I don't know the reason, but it seems that the brightness increase alone, either with time, or maybe if we approach a light source for a moment.
    Open a menu, for example the options, and return to the game and the brightness is back to normal.
    On these 2 screens, I did not change any settings, I let the brightness increase alone, a few moments, then I reset it by opening the option menu to take the screenshot where it's normal.

    Brightness increased:

     


    20191104202633_1.jpg?width=1202&height=6

     

     


    Normal:

     


    20191104202503_1.jpg

    Well, maybe the normal one is too dark, but that my choice of luminosity (50) and constrast (65).
    The bright one is not at its full potential, I have seen it become even brighter.

     

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