Jump to content
The Lotus Eaters: Share Bug Reports and Feedback Here! ×
The Lotus Eaters: Known Issues ×

A comprehensive list of Operator art and animation bugs (with video)


Ropcord

Recommended Posts

Edit: Railjack Revisited

Plenty of new ones, most customization related. The sigil one in particular is nasty fixed 

 

 

This is a short list of standout animation issues I've noticed playing as the Operator. I've included recordings for clarity, but may have missed something. For the most part these look like bugs, but some could be intended behavior. I will keep updating this thing until somebody notices.

  • Headtracking

    • When you interact with the somatic link as your Warframe, you enter the Operator menu and head and eye tracking seem to work as intended: https://i.imgur.com/TLpP12n.mp4

      • When interacting with the link as the Operator, neither work the same way. Your head tracks the cursor in the first menu, but not when editing your appearance.

    • Headtracking does not apply to the Operator in missions or relays. This may be intentional, but if the functionality is there in the menu it could also be a bug: https://i.imgur.com/1Gm8dfT.mp4

    • Not Operator specific but it does affect them, since Old Blood introduced the Parazon both Warframes and Operators have, during missions, started looking upwards permanently after hacking a console: https://i.imgur.com/fl5n5S3.png

      • This appears related to headtracking, which suggests that it is meant to apply to the Operator in-mission as well.

      • The only fix seems to be entering the pilot’s seat of a Railjack.

 

 

  • Not necessarily a bug, but the selected idle does not affect the Operator at all with an amp equipped, either in Captura or in missions. This seems inconsistent with the way weapons usually work; one would expect amps to have a different idle for each stance, the way primary and secondary weapons do with Warframe animation sets. Something like this, excuse the extremely rough sketches and bad handwriting: https://i.imgur.com/6OfQdEh.png  

    • The result of this alongside idles not playing in missions even without the amp equipped means significant customization is lost when playing the Operator as intended. Much of the personality these animation sets add vanishes while the player is in a mission. This, alongside every Operator sharing the same set of abilities with only slight changes per school, results in them all feeling essentially the same. This is at odds with the amount of customization present in every other area of the game, and, ironically, affects the player’s direct avatar and the main protagonist of the game’s story.


 

  • Customization

    • The Tenebrous Ephemera, whether working correctly or not, does not conform well to Operators: https://i.imgur.com/SlGl7O3.mp4

      • Additionally, once equipped the smoke effects from the ephemera linger until transference is used to transition to the Warframe and back.

    • Operator somatic implant textures are inconsistent across selections. The width of the thin black outline, itself likely unintended, changes across instances of the same somatic patterns: https://i.imgur.com/Zt72kIn.mp4

      • One possible solution would be to separate somatic implant patterns from void scars entirely, offering more detailed customization, removing redundant pattern instances and possibly opening the gate for more options in the future.

    • Hair part toggle does nothing on newer styles: https://i.imgur.com/6GYNSbS.mp4 

      • This is less of a bug and more of an oversight, likely a result of the physics used on newer styles making them harder to flip. Still, worth mentioning- recommend hiding the redundant toggle when equipped or adding flipped meshes.

    • One short hairstyle does not fit the Operator's head properly at all. It is an oddly shaped nightmare of unconnected polygons in desperate need of another pass: https://i.imgur.com/DcHP612.mp4

      • The divide between old and new hairstyles is obvious and at times distracting. All of the older ones could use an update to bring them in line, quality and art style wise, with the much more visually and technically impressive newer ones. 

    • One hairstyle shown on a devstream many years ago has not been mentioned since. This was shown alongside another set that was eventually properly implemented: https://i.imgur.com/l88fIqF.jpg

      • Okay that's not a bug, fair. It still looks good. 

    • Previewing apparel on a male Operator displays the item with default colors: https://i.imgur.com/a0cSQAX.jpg

    • Cogna Earpiece is incompatible with eyelashes and  older hairstyles due to texture alpha issues: https://i.imgur.com/HvKKYrL.mp4 

      • This extends to the rest of the Cogna set along with the Garasu and Aures Tennogen Earpieces and the Garasu and Jotunheim Oculus. Essentially, anything with transparency.

    • The player's selected Operator idle stance used to play in the profile screen: https://i.imgur.com/nf5XGrE.jpg

      • This is no longer the case: https://i.imgur.com/G8Xh2ny.mp4 

        • Also this isn't an Operator thing but I don't know what's going on with the Kuva Tireg chestplate there. It does it in Captura, too. 

    • The Saita Prime suit has mismatched metallic textures, specifically on the arms: https://i.imgur.com/GJZmmH5.mp4

    • The male Bishamo pauldrons clip through their own sleeves during the armed Amp idle: https://i.imgur.com/GnlgAvb.mp4

    • The Operator Harrier Suit is rife with clipping issues, most involving the large vest the Operator wears. While clipping is inevitable and completely understandable with the customization system, in this case every single idle animation save the active amp idle involves the arms going through the vest in some way: https://i.imgur.com/1HAHxAE.mp4 

    • The Operator Wolf Hood emits the same gas particles as the Vent Pobber Ventkid Mask, likely because the mask was used as a template: https://i.imgur.com/dxvm4Cn.mp4   

 

  • Sprinting

    • When sprinting as the Operator, pressing the shoulder swap button does nothing: https://i.imgur.com/55SOUVC.mp4

    • The interact button is similarly unresponsive. Sprinting into the somatic link as the Operator and mashing E does nothing, same with interactive objects in-mission. If 'toggle sprint' is enabled, this means that Operators with sprint toggled on are unable to interact with anything while in motion. 

    • Extensive testing strongly suggests that this is not how human necks work: https://i.imgur.com/7O8V06I.mp4

      • Our lawyers expect full compensation for injuries sustained during the testing process.

 


 

  • Empyrean

    • Interacting with the forge as the Operator uses the same animation as doing so with the Warframe, sans parazon: https://i.imgur.com/E6tw5dK.mp4

    • Using the mercy prompt on a crewship pilot as the Operator results in incorrect (but highly effective) use of the amp: https://i.imgur.com/afIeYzG.mp4
      • Consider giving them either unique mercy animations which make creative use of their void powers or tiny parazons. Otherwise please don’t fix this one, it’s hilarious.
    • Upon returning to the drydock after a mission, the Operator will sometimes be stuck in combat stance: https://i.imgur.com/IWKOPSj.mp4
    •  
    • Leaving the railjack configuration menu as the Operator puts them briefly in the unarmed aim position normally reserved for Warframes: https://i.imgur.com/1CGbobv.mp4
    •  
    • Oddly, most other animations relating to the railjack and crewships seem to work fine. Operators can pilot ships or operate turrets with minimal issue. They can't quite reach the controls on Grineer side guns, but such is the unfortunate reality of being short.

 

 

Overall, while it's clear that Operators are by no means meant to be the main playable unit in a game called Warframe, there is a distinct lack of polish in their presentation when compared with the cyber-zombies they pilot. Though they shouldn't be the primary focus of gameplay, they have enough of a role that leaving them in a state where so many of their basic animations don't work properly can make them feel less important than the story of the game suggests they are. 

 

Link to comment
Share on other sites

Addendum for next time, will keep editing this part for a while:
Link to comment
Share on other sites

  • 3 weeks later...
  • 1 month later...

With the announcement of two new sets of Operator gear (well, one, but with two distinctly different variations) I've decided to update and bump this thread instead of reposting with some changes it for the fifth (sixth?) time. That's just inefficient.

Link to comment
Share on other sites

  • 1 month later...

Updated with some Bishamo set issues now that I have the whole set. I like the armor, and I know some clipping is inevitable with so many options, but the arms clip through themselves during a common idle animation and that's just not great.

Link to comment
Share on other sites

  • 3 weeks later...
  • 6 months later...
  • 2 months later...
  • 6 months later...
  • 5 months later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...