Daily Ops

Daily Ops is a PvE game mode Using the game's instancing technology, Daily Ops aim to provide challenging, randomized and repeatable dungeon-clearing missions for experienced players. Daily Ops rotate every day at 1:00pm EST.

Overview


Daily Ops take place in an instanced dungeon, randomized each day. They can be completed solo or with teammates in groups of up to four. If the mission is successfully completed, the participants will be rewarded according to their completion time. The operation is repeatable, though certain rewards may only be available once per day.

The objectives, locations, enemies and their mutations are randomized each day. Enemy mutations are powerful effects, exclusive to hostiles in Daily Ops, which have a significant impact on gameplay. Some mutations cause enemies to always detect sneaking players, while others grant healing abilities.

Background
The narrative of Daily Ops is light on the details but heavy on the action. Players complete various jobs for Vernon Dodge, a member of Appalachia's original Brotherhood of Steel, while he chats over a radio. Although Daily Ops are introduced into the plot during the quest Breaking Radio Silence, completion of the quest is not a requirement in order to join Daily Ops.

Gameplay

 * Player equipment condition is drained 50% slower during a Daily Op.
 * Enemies encountered during a Daily Op cannot be crippled, staggered, or pacified. They cannot spawn as Legendary enemies. Killing an enemy during a Daily Op will grant -50% XP.
 * Daily Ops enemies drop ammunition matching what is used by the player's ranged weapons at the time of their death.
 * With the exception of Syringer ammo, paddle ball string, camera film, flares, (ultracite) fusion cores, (ultracite) plasma cores, mini nukes and missiles, every type of ammunition can be looted from enemies killed in Daily Ops.
 * When using a melee weapon, or a weapon without a valid contextual ammo, enemies will drop a randomly selected ammo.
 * Using the Daily Op Public Team will provide bonus XP during Daily Ops, with +25% bonus XP to start, and +100% bonus XP for a fully bonded, four-person team.
 * Joining an instance is always possible, even if overencumbered. Upon completion of the instance, the player is returned to the last location fast traveled to prior to joining the instance.
 * The uplinks during Uplink fill faster the more players are within the objective area:

Intel


Every aspect of Daily Ops is randomized to provide a unique, dynamic experience. On one day, players may be hunting down exploding Mothman cultists with armor penetrating attacks in order to deactivate signal interceptors around the Burrows. The next day may require players to set up uplinks around Watoga High School and survive a constant stream of fast-moving Scorched with automatic detection.

The second expansion brought the total number of possible combinations to 980 for regular Daily Ops, and introduced Double Mutation Weekends which offer 1,120 combinations.

Bosses
Each enemy gang encountered during a Daily Op will feature a powerful boss enemy near the conclusion of the mission. They have a large amount of HP and carry unique and dangerous weaponry.

Double Mutations
Double Mutation Weekend community events are special, more challenging Daily Ops featuring enemies with a unique combination of two different Mutations - for a total of three. These Ops will typically be available every other weekend, from Thursday to Monday (1:00 PM EST).

These events offer additional incentives and rewards for the first and all subsequent Daily Ops playthroughs:
 * Double XP during the Daily Op
 * Rewards: double currency
 * Rewards: double Legendary Cores (Elder Tier only)

Rewards
Daily Ops will provide greater rewards if they are quickly completed, detailed in the after-action report. There are three tiers based on completion time, each offering its own pool of rewards. Note that attaining a higher tier will reward items from lists of all previous tiers, provided those tiers weren't already earned. For example, earning "Elder" rank on the first Op of that day will reward all 3 pools - Initiate, Paladin, and Elder. The rare Daily Ops item rewards may only be obtained once each per day. Following the release of Steel Reign, completing a Daily Op for the first time within Elder par time unlocks an achievement/trophy.
 * Initiate (16 minutes or less)
 * Paladin (12 minutes or less)
 * Elder (8 minutes or less)

 Note: Items marked with * may only be received if that plan has not already been learned. 

Behind the scenes

 * Steve Massey, a lead level designer on Fallout 76, led the development of Daily Ops alongside lead UX designer Don Etgeton.
 * The Vault Raids feature was scrapped in favor of the broader Daily Ops feature.
 * Mutation: "Vengeful Rage" - killing enemies buffs up to 6 nearby allies for 20 seconds (+100% Damage, +200 Damage Resistance)

Changelog

 * Upon release, there were 48 possible combinations for Daily Ops. The first expansion increased the count to 588. The second expansion brought the total combinations to 980 during regular Daily Ops, and 1,120 during Double Mutation Weekends.
 * Prior to Patch 25, the Elder reward tier only had an 80% chance to grant a Daily Op item as opposed to being a guaranteed drop.
 * Patch 30 introduced a countdown timer to track when Daily Ops rotates its challenge.
 * Prior to Patch 30, Group Regeneration would incorrectly apply its heal due to server latency.
 * Prior to Patch 30, Active Camouflage occasionally would not properly activate or deactivate the stealth field when enemies change attack states.
 * Prior to Patch 30, the explosion created by the Volatile mutation had hit box issues. In addition to correcting the bug, the explosion was reworked to deal 15 Fire Damage (reduced only by Damage Reduction) and to subtract 5% of the player's max HP.
 * Prior to Patch 30, alien blaster rounds did not drop as contextual ammo.

Bugs

 * Once a Daily Op is completed, the countdown timer to leave the instance may sometimes not appear.
 * The follow ammunition will not drop, even if the player is holding a weapon that uses it: camera film, flares, mini nukes, missiles, paddle ball string and Syringer ammo.
 * As of patch 30, 5mm rounds will not drop when using miniguns or Gatling guns.
 * The following are not considered "melee attacks", and will not smite enemies with the Resilient mutation:
 * Trampling with the Pain Train perk.
 * Throwing weapons - throwing knife, meat cleaver, tomahawk and Sheepsquatch shard.
 * Minigun shredder (unreliable) - if the enemy is being hit before their HP reaches 1, they will be killed as expected. If they are not hit by the shredder until after they reach 1 HP and begin glowing, they will not be killed by the shredder.
 * Even when the Resilient modifier is in effect, it is still possible to kill super mutant suiciders with ranged attacks.
 * Enemies with Active Camouflage may occasionally attack while stealthed, or may decloak while reloading or not attacking.
 * Enemies may occasionally spawn out of bounds in the Burrows and Vault 94.
 * Prior to patch 30, the Volatile explosion hitbox prevented it from correctly dealing damage at all angles.