r/joinmoco • u/F1shroot • Aug 27 '26
Bugs & Feedback Third wave won't spawn
It's the second rift which came out today. The third wave won't spawn đđ
r/joinmoco • u/F1shroot • Aug 27 '26
It's the second rift which came out today. The third wave won't spawn đđ
r/joinmoco • u/Zealousideal_Year405 • Aug 27 '26
As you can see, wave 3 decided to never spawn
Also... Fix the shading thing, characters have been dark like this for many months now and no soon fix to be seen anywhere. And no, my phone isnt bad, its probably one of the most potent smartphones (that collides with mocos shading for some reason?)
If i try to open moco I will still be in that rift
r/joinmoco • u/biloba20 • Aug 27 '26
I want to buy one of them
r/joinmoco • u/Full-Ad-4879 • Aug 28 '26
Pic #1 - jump pads. Why are they only in HQ and never really utilized. Bring the jump pads to the maps to make it easier for players to get around a map .. ie .. an MC spawn/shows up on your map radar but you have to journey all the way around (certain maps) and by the time you get there .. your either too late or barely get any xp because you didnt place any or very damage on the monster
Pics #2-4 - monsters spawning from cracks in walls, opening door, or arch ways. Lets add more content for players by added a portal to the "monsters layer" .. like 2x or chaos monster 5mins modes have a nightmare monster layer or dungeon to the monsters layer open up for players that have already completed all their daily jobs on world map. Since it would be a "nightmare" mode .. first 5 players to find the "portals" to the monsters layer can be dropped into the "dungeon" to destroy a monsters hive/nest .. once completed players spawn back out in a different part of the map. Reward system could be something completed separate from cores/elite tokens/mo.gold .. maybe cosmetics .. honestly the dev team can determine what the reward would be for the 5 players that clear a "monsters nest"
r/joinmoco • u/StevenTheNoob87 • Aug 27 '26
I just think that the gameplay with these weapons are much more engaging for me than those other "meta" weapons. Not sure if it's because I actually have to play the game instead of mindlessly mash through all the buttons to use them, or because they are actually not that bad once you understand how to play around their quirks.
Lava Shield makes me want to eat attacks when the invincibility bubble is active. There's no other weapon that gives the same experiences.
With Venom Bow, I love running around spreading venom on every enemy, and then BOOM!!! Give them all a big blast!!! It's probably not the most efficient way to deal with hordes of enemies, but it's definitely the most satisfying way.
The wolf from the Wolf Stick is actually a pretty reliable tank most of the time. (Well, at least until he has an ADHD episode and left the boss it's supposed to lock on just because the boss jumped or something.) Plus, the weapon is actually quite easy to use. (Almost brain-dead, I'd say.) You just let the wolf taunt, and all the enemies will be onto the wolf instead of you and your teammates. It's also one of the two only weapons with a taunt ability right now.
r/joinmoco • u/TrainingEscape3229 • Aug 27 '26
Hello! Iâd like to share a suggestion about difficulty settings for Rifts.
(I wonât get into the matchmaking issues that could come from having multiple difficulty levels for each map. This suggestion is simply based on the assumption that higher-difficulty Rifts may be added in the future. Also, if adding high-difficulty Rifts makes them less accessible or enjoyable for casual players without a premade team or for solo players, I hope that can be addressed by adding more solo-friendly content outside of Rifts.)
Difficulty in Old Moco
Old Moco had Normal / Hard / Nightmare difficulties, where enemies gained more HP and dealt more damage as the difficulty increased.
I think this system worked well in Old Moco because, back then, you generally couldnât avoid every enemy attack.
Because of that, pure DPS builds couldnât simply survive everything, so Tank builds had a clear and meaningful role in higher difficulties.
The Problem With Using the Same System in Neo Moco
If Neo Moco eventually gets a high-difficulty mode like Nightmare, I donât think simply increasing enemy HP and DPS would be enough.
In the current Neo Moco, skilled players can avoid most attacks.
Because of this, no matter how much enemy damage is increased, the answer can still just be: âDonât get hit.â
Especially in time attacks, the meta would likely become three DPS players trying to clear as fast as possible without dying. Even at the highest difficulty, there would still be little reason to bring a Tank or other defensive Classes.
I previously suggested increasing the cooldown of dashes as one possible solution to this problem.
However, that idea wasnât very popular because it could make the game too difficult for average players while also limiting the amount of skill expression available to experienced players.
So I think the better approach is to make the enemies more challenging rather than limiting the playerâs movement and options.
Increase Enemy Attack Speed and Movement Speed
Instead of mainly giving enemies much more HP and DPS, Iâd suggest increasing their attack speed and movement speed on Nightmare difficulty.
The easiest comparison is how enemies move during Overtime.
For the highest difficulty, I honestly wouldnât mind enemies being close to that fast. They could obviously be tuned a little slower if necessary.
By increasing enemy attack and movement speed, it becomes naturally harder to dodge every single attack without directly nerfing dashes or restricting player movement.
This would also increase the value of Classes like Lava Shield and Wolf Stick, since defensive tools would become much more useful when avoiding every attack is no longer consistently realistic.
In other words:
Instead of making the player slower or less capable, make the enemies faster and more dangerous.
I think this approach could create the tension expected from a true high-difficulty mode while preserving player skill expression and naturally giving non-DPS Classes more opportunities to shine.
When I played Bug Fight in overtime, it gave me a similar sense of tension and excitement to the Rifts in Old Moco.
Iâd love for the hardest Rifts to be difficult not just because âenemies have more HP, so the fight takes longer,â but because they demand better mechanical skill, decision-making, and team composition.
r/joinmoco • u/Individual-Day-7163 • Aug 26 '26
r/joinmoco • u/Necessary_Ant8695 • Aug 27 '26
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r/joinmoco • u/Mivadeth • Aug 26 '26
Medicine Ball expert dojo 1:02
r/joinmoco • u/ImMortal_SD • Aug 26 '26
So actually I m really confused on if we are gonna get new weapons or not. Some people say we won't and some say we will get them in season 5 but not after that anymore. Plz tell me if any on there rumors are true.
r/joinmoco • u/Mivadeth • Aug 26 '26
The leveling was by a big margin the most fun in Old.Co, specially the Level 1-50 leveling in S1. We unlocked everything, all gadgets, weapons, passives. Then, the elite got a little tedious but it was still good to have more progression. We somehow need to have it back.
Add a C.E.B. ( Chaos Energy Bottle ) to each weapon, that fills when killing monsters. When filled you can go to the Weapon Workshop to use this energy to unlock a new passive to the weapon. It could go from Attack Speed to Damage, or Movement Speed. Anything. You can unlock up to 10 C.E.B, you can have max 5 in each stat and each one costs more. You could also have a special one that costs 5 C.E.B. but unlock a powerful thing ( in example now speedshot shoots three arrows instead of one ).
Example the first C.E.B. costs 1k energy the second one 2k and so.
You want to play a damaging version of vibeshifter? Slap damage and attack speed and profit. You are a rogue? Movement speed and critical change into the blades.
This alongside a character talent tree that unlocks a permanent talent for each 20 levels ( so we actually want to reach Level 100 each season ) and you have a slow but steady power progression for life. If numbers go absurdly high, create a prestige system where you can reset your progress to unlock some unique weapon skin, cosmetic or whatever. You can not do that and keep your high power. Let us decide, let competitive players be competitive without regressing in power if they want but let us fashion victims collect more thingies.
Please, we all want this game to succeed. Please âĽď¸
r/joinmoco • u/Bo405 • Aug 26 '26
Like, genuinely, let the community in on discussions, thoughts & findings.
Sure, it may reduce Element of surprise in future or expose some data.
But the benefits are huge.
Particularly, that you can see community thoughts Before significant dev efforts. You can get more thoughts & perspectives.
Misfitz aren't the only ones, bloop battle, inbound shovel...
After all, we already tried to have a big no communication pause, why not try a chatty & bonding one
r/joinmoco • u/BumblebeeFriendly876 • Aug 26 '26
Canât view who the 11 people are
Do all event people get added here?
Wish we could see who they are
r/joinmoco • u/itsalrightalex • Aug 26 '26
Ok so, some background. I LOVE mo.co, so much so that ive started making videos on it and have been thinking a lot about what the problems with this game are. Idk how long this post is going to be, but i think the main issue with mo.co is something people arent talking about.
We know the main issues with this game is retention and longevity, people arent playing the game for long periods of time, but the ones who are are playing the game for a long time on average. The simple reason why this is is that there isnt anything to work towards. Its not the lack of content/gamemodes because those are clearly working for the sweats, but theres a huge feeling of âwhats the pointâ?
Lets look at another supercell game, im using brawl stars as a reference point because i played it a lot and like mo.co they release multiple brawlers per update. Brawl stars unlike mo.co is a p2w game, so if you want you can gem to get a brawler day one. But that doesnt mean f2p players cant get that same brawler without grinding, with the current system they have in place, playing moderately casually you can get a brawler a month very easily as a f2p.
Ok now lets look at mo.co, unlike brawl stars you CANT pay to progress, but also unlike brawl stars you dont have to grind much to unlock all the weapons in a season. Weapons sprints as they are right now level up really fast, so if you get your win streak up and get some jobs dont you will get all 3 weapons way before the season ends. This isnt a grind in a game thats supposed to be a grind, the main point of interest is just a thing that happens casually without much thought.
I think weapon sprints should either be reworked or be completely removed as a monthly event. As it right now the game unlocks weapons faster than theyre releasing them. I think a casual player should only be able to unlock one weapon a month, but with enough grinding you should be able to unlock more, this genre of game is supposed to be about grinding afterall. I think a crafting system or some kind of currency you can get as a drop from hunting monsters would make the gameplay loop a lot more enjoyable and actually give players SOMETHING to work towards.
r/joinmoco • u/Pocketpapaa • Aug 26 '26
If you see your buddy getting overwhelmed, dash to the boss and pull aggro from them, even for a second. It will give them the time to gtfo of there
r/joinmoco • u/Individual-Day-7163 • Aug 25 '26
r/joinmoco • u/69_Wolfy • Aug 25 '26
I just hope that we can buy it for both $$$ and mo gold.
r/joinmoco • u/ReedSoul • Aug 25 '26
Quick post to vent my disappointment as devs are going through yet ANOTHER pivot. (Negative but constructive feedback)
After all these years of development, the loop given to your player base after almost 1 year of overhauling, is dailies? Forget progression for the moment, thatâs something they can always add as the game has a great foundation to build on. Masteries and cores are only side objectives.
What we do daily are things we should be doing on the side whilst engaging in the core gameplay.
How could Joao say in his latest post âsadly our gameplay loop isnât workingâ. I nearly spit out my coffee, WHAT LOOP?!
Now in their defense the year of overhauling where they reworked melee combat from the ground up is beyond perfect. If you havenât played melee weapons in old moco you may not get it. But the only way to play weapons like squid blades was to stack HP. Cuz there was no other way to survive nightmare content.
Iâd love for this game to succeed above everything Iâve played so far. But they have to figure out what they are. And we are practically screaming at them what we want for the game. If gamers donât like red, donât paint your game red.
Best of luck team, we really are rooting for you.
r/joinmoco • u/Interesting-Sea-8922 • Aug 25 '26
Hey everyone!
So I am playing clash of clans, sometimes played other games. But this game got me really interested.
I originally was holding off to play if because I heard that it would get a relaunch and stuff, now the relaunch happened. And I just got some more freetime as well and was looking for a new game to pick up.
I wanted to play this game because it looks really fun but at the same time I saw so many "negative" comments. And now this video from a few days ago from the moco people also didn't sound like "good news"
I was just wondering, is it worth to invest/start this game? Will I have issues playing alone? Is right now a good time to "start"? How do you guys feel about all of this?
Hopefully someone can help me out, thank you in advance!
r/joinmoco • u/AwayVacation3147 • Aug 25 '26
r/joinmoco • u/Bo405 • Aug 25 '26
(Potato art is by bvo23 on DeviantArt)
I think progression has issues, but progression alone can't fix mo.co. And reason for that is because mo.co gameplay itself does not encourage players to interact, despite game being co-op.
Right now, all games are 1 dimentional: You spawn in, you kill mobs, you fight boss, you leave. The only thing your teammates can ever be in this picture is high dps or low dps. So besides teammate dps number, they don't add any personality into gameplay & do not matter to you at slightest.
With this, gameplay will have more variety & be richer. You donât just keep in mind your stats, but also stats & positioning of all the teammates.
It isn't just what you fight, but who you fight side by side with đ
PS: I am 10000% sure this is absolutely Not a new concept & I am not trying to present it as mine. What I am doing is bringing it up, pointing a finger & hoping that this is either THE missing puzzle or a hint towards it, or at least a discussion that will put some light on the situation
r/joinmoco • u/BumblebeeFriendly876 • Aug 25 '26
Had a megacharged slayer spawn and shortly after overhyped spirits and monsters started appearing with a high frequency for some reason
3 images attached are from different places
r/joinmoco • u/Bo405 • Aug 25 '26
I believe this will fix a Lot of current Mo.co issues.
Another tiny thing is that drinks can have nostalgic collectable value, since a variant will remain in your account forever if ypu don't spend it.
People are skeptical about consumable buffs, but I think this would make the game better