Daily Ops



Daily Ops are a gameplay feature 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.

Details
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.

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, it is not a requirement in order to join in on the fun.

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.
 * 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.

Variables
Every aspect of Daily Ops is randomized to provide unique, dynamic experience. 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 upcoming second expansion will bring the total number of possible combinations to 980 for regular Daily Ops, and will introduce Double Mutation Weekends which offer 1,120 combinations.

Double Mutations
Double Mutation Weekend 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)

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.

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

 * Prior to patch 1.5.1.26, the Elder reward tier only had an 80% chance to grant a Daily Op item as opposed to being a guaranteed drop.
 * Upon release, there were 48 possible combinations for Daily Ops. The first expansion increased the count to 588. The upcoming second expansion will bring the total combinations to 980 during regular Daily Ops, and 1,120 during Double Mutation Weekends.
 * Patch 30 will introduce a countdown timer to track when Daily Ops rotates its challenge.
 * Patch 30 will introduce a rework to Group Regeneration. It will now correctly apply its heal in respect to server latency.
 * Patch 30 will introduce a rework to Active Camouflage. It will now more reliably activate or deactivate the stealth field when enemies change attack states.
 * Patch 30 will introduce a rework to Volatile in addition to correcting a bug. It will now deal 15 Fire Damage and will subtract 5% of the player's max HP.

Bugs

 * The follow ammunition will not drop, even if the player is holding a weapon that uses it: Alien blaster round, camera film, flares, mini nukes, missiles, paddle ball string and Syringer ammo.
 * Enemies with Active Camouflage may occasionally attack while stealthed, or may decloak while reloading or not attacking.
 * 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 may occasionally spawn out of bounds in the Burrows and Vault 94.
 * Once a Daily Op is completed, the countdown timer to leave the instance may sometimes not appear.
 * The Volatile explosion hitbox prevented it from correctly dealing damage at all angles. This will be corrected in patch 30.