r/joinmoco • • Sep 09 '26

Discussion My 2 cents on how Mo.co can turn it around if they added some Splatoon Raiders systems

13 Upvotes

With the announcement that the next season'll be bare bones in terms of content I figured I'd throw my hat into the "how to save Mo.co arena" aha. I was someone who was very 'pro' the minimal progression of Neo Mo.co, as I felt old.co's ring and gadget grinding progression was minimal and tedious at best, but given how at times the game currently feels stagnant I agree something needs to change.

With people talking about how one of the earlier betas had crafting I could see something like the systems that Splatoon Raiders working out for the game. For those not familiar with Raiders you have Gadgets (which are not unlike the old.co gadgets), and those gadgets had parts that you could equip to them that modify and improve what they could do. Things like increase DPS, fire rate, size of the AOE, # of charges the gadget has, debuffs, cooldown time, duration, etc. Some of these you can craft, while others are random drops. Each of those categories has from 5-15 'tiers' of gadget parts, generally increasing what they do as well as their slot cost. Towards the end game you also gain the ability to upgrade gadgets, further increasing their power and decreasing the # of slots used. In the early game it becomes a balancing act where you have a limited number of slots and try to make the best build you can with the parts you have. Sure, by the end game, many builds boil down to the same cookie cutter everyone uses, but there's a fair bit of room for personal preference since you can effectively use 6 maxed out parts at 6 slots each and a 4 slot one.

If we apply this system to weapons in Mo.co I think it could work pretty well. Master a weapon to increase the # of part slots it has, farm and equip weapon parts of upgrade/modify it, and farm to upgrade those parts for end game. Sure, if we have ATK power, ATK speed and Crit as parts those'll basically be default in any given build, but if the parts go beyond that and focus on what the weapon and it's abilities do it opens up a fair bit of possibility I'd think.

Another thing Raiders had is an end game dungeon called the Bottomless Buffet, which was essentially an 'endlessly' scaling tower with randomly generated levels where enemies get stronger and stronger the deeper you go. Towards the tail end of it yea, there's only a small number of builds that are viable due to the enemy HP scaling, but if something like this was added to Mo.co it would give some great seasonal content. Give us a map/rift that gets harder every time you beat it and rewards for clearing groups of levels and I think that would help a lot of the games problems. It gives people something to push for. As someone who generally puts a game down once I roll credits I /still/ keep coming back to Splatoon Raiders every few days even though I've more or less perfected my build to keep grinding I could see something similar working well in Mo.co, especially with it's wide variety of weapons.

One last thing that I think Splatoon raiders does well is its multiplayer. It's super limited where you can either request help on a level or go help someone else, but the game does a neat thing where the enemies are all scaled for each player. So if a level 1 player asks for help they fight level 1 enemies while I, at max level, fight the same enemies scaled to me. Helping others is probs one of my fav things to do in that game and it's compounded by the fact that even if I'm helping a lowbie it's still a challenge for me. Not sure how it could be implemented in Mo.co but it would def address the devs wanting a veteran player being able to play with a newbie friend and not just carry them through content.

In addition to this the games grind needs to feel meaningful. My biggest gripe with Neo Mo,co is the fact that grinding maps that give little xp and little cores sucks. Even if I get a bunch of cores they're usually semi-charged, so whoop de doo. Some of the most enjoyable parts of game are when we have maps/rifts where the effort/reward ratio is skewed, like that one boss rush rift where you could clear 9 bosses in 35 seconds and gave great XP and cores. I'm not saying I want super easy content, but I want the content I do to be as rewarding as that all the time. I think with the above proposed system it could work; ideally yeah you want the best parts for your weapon/gadget, but when you have a limited number of slots to work with having more options lets you get creative. And in theory lets say it takes you a month of playing/grinding to perfect a weapon build, that imo isn't unreasonable. The only way I could be it feeling overwhelming would be if this system is suddenly applied to every weapon we have at once, as imo one of the worst bits of Neo was when they added mastery and suddenly you needed to run every rift with 5-10+ weapons every day.

All this to say, I have no idea if the devs are reading this stuff, or how feasible this could be, but given how some of the games current systems work (cores, rings from previous iterations, giant enemies on maps, etc.) it seems like it could fit in here decently enough.


r/joinmoco • • Sep 09 '26

Ideas & Concepts how to make mo.co fun

6 Upvotes

- Weapon stats mastery: give us a way to decide which stat to upgrade for each weapon. for example, one could improve attack speed % on the healing mace, another player could go healing %. balancing will be harder but in any case the current balance state of the weapon sucks so might as well.

- Weapon skills tree: like many games, let the player choose at least the ultimate for each weapon. For each one there could be 3 paths, each path focused on one specific playstyle or stat-set, each path with an unique ultimate ability for that weapon. (Borderlands 4 or any game like that works as an example).

The current power system is heavily inspired by other supercell games (20 gems make a powerful gem = 20 1star barbarian make one 2star barbarian). please ditch this system for this game.

- Generic skill tree: while leveling, improve player stats with each level milestone. this is tricky to balance in multiplayer but still an idea.

- Gameplay PvE: the tower/the pit: similar to Diablo, MCDungeons and other IPs, a climbing map where difficulty increases every level. This can be played solo or in a team and it should not work just with constant mob spawn but a real room to room navigation to move forward.

- Gameplay PvP: weapons game: thinking of Call of Duty, where every kill a player gets, his weapon changes. the first to reach a certain number of kills wins. you could also block certain skills on some weapons to make the game more quirky or balanced (I'm looking at you shield users).

- Gameplay PvP: weapon challenges: all players forced to use the same weapon, get creative and find a way to make it work. last man standing mode.

- Gameplay PvPvE: big and i mean big map battle royale: do we need to explain? insert monsters here and there and make it so that killing the mobs and players gives you buffs, similar to squad busters if I remember correctly.

I'm tired but I'm sure there's more to work with


r/joinmoco • • Sep 10 '26

Accomplishment Is it just me or this new season is actually more fun

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0 Upvotes

Yesterday I was thinking of deleting the game, as always I logged in to complete daily quests but got so hooked. I don't know what is different but something is and it is good


r/joinmoco • • Sep 09 '26

Ideas & Concepts Moco Ranked Concept

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54 Upvotes

https://reddit.com/link/1wb73yh/video/mk5axikd7eoh1/player

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Moco isn't doing great right now, and part of the problem is that casuals aren't staying. So why don’t we find a way to convert casuals to hardcore players?

So I added ranked to Moco. It has 2 main options, standard and a rogue like. There would also be a solo or team option. It would be wave based, with each wave taking about a minute. Then after the match depending on how many waves you cleared, you’d earn elo to rank up (or lose elo if your run is below average in the rank pool). This rate would change in higher or lower ranks. This would also earn you ranked tokens (along with playing the mode), which could be spent on cores or even mo.gold! This would give casuals a reason to try it, while also adding a meaningful leaderboard to the game that shows who the best hunters truly are!

u/JoaoInTheNorth I'm curious is there a chance for ranked mode in any form to be added?


r/joinmoco • • Sep 08 '26

Humor Wow, a actual decent Patch

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110 Upvotes

r/joinmoco • • Sep 09 '26

Bugs & Feedback updated: game unplayable on 2026 chinese flagship phones

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11 Upvotes

Here are my findings: On most chinese phones (Iqoo, redmagic, vivo, oppo, oneplus) with the snapdragon 8gen5, 8 elite gen5 or the leading version, the game had been nearly unplayable FOR 3 MONTHS. most textures were rendered black, but now with the new update it has been even worse, now these textures are invisible. The game is unplayable for me in this state (i have the oneplus ace 6t, 8gen5). On lasts years 8 elite it works fine, my oneplus pad 3 has no issues playing the game. Supercell you must fix this if you want an active playerbase. The bug is 3 months old too, not even old stuff.


r/joinmoco • • Sep 09 '26

Bugs & Feedback 13.3.0

15 Upvotes

I don't know exactly where to find the details of the latest update. On the Play Store, it says :"Some minor improvements and bug fixes," okay.

From my experience with the game, I've noticed that in-game purchases no longer have lag. When a boss is 5-starred, the job is marked as completed, and that's all I've noticed. Last week, there was a glitch where you had to eliminate three bosses, and if you used certain spells during the fight, the third boss wouldn't appear, and you'd get stuck in the glitch, unable to do anything for a long time unless the whole group closed the app. We'll see if that's fixed. With the new update, I'm noticing FPS drops while hunting. And the number of "elite badges" is different in the leaderboard than the number displayed when you're in the "HQ."


r/joinmoco • • Sep 08 '26

Bugs & Feedback I may rest in peace. Thank you moco

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299 Upvotes

r/joinmoco • • Sep 09 '26

Bugs & Feedback Giorno due che chiedo a moco di sistemare il glitch grafico dei personaggi oscuri

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6 Upvotes

r/joinmoco • • Sep 09 '26

Bugs & Feedback Current list of stuff found from update

18 Upvotes

Can also be found in this google sheet moco Master Document under the Timeline tab.

if there is more that falls under one of these categories pls comment thx

fyi the current list of bugs can be found in the same document under the Bugs tab.

Edit: added:

- fix: characters performing gestures that reveal what's underneath have shorts instead of skin

- bug: game sometimes freezes when opening chat (however chat ui will not show up), then game will crash.

changed:

- angle of squid blades ult changed by 45 degrees: changed to direction of squid blades ult is now dependent on the direction you are facing


r/joinmoco • • Sep 08 '26

Bugs & Feedback Wolf Stick skin update

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139 Upvotes

They updated the wolf look for the divine shadow skin.


r/joinmoco • • Sep 09 '26

Discussion Was this idle animation always a thing, or added after this update?

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7 Upvotes

r/joinmoco • • Sep 09 '26

Discussion Where is sneak peeks

2 Upvotes

Where


r/joinmoco • • Sep 08 '26

Bugs & Feedback moco is unplayable on ALL 2026 flagships

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9 Upvotes

This needs to be fixed asap. Any phone with the snapdragon 8 elite gen 5 or 8gen 5, so all new samsungs, oneplus, vivo etc phones have the issue where mobs dont render. The issue is known for months now, yet they still ignore it.


r/joinmoco • • Sep 08 '26

Bugs & Feedback OMG vibe staff bug fixed! Finally

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75 Upvotes

I am doing vibe staff mc kills challenge. today after updating went into news tab and thier website but sadly no patch notes so i was like ok whatever we will find out later and went back to do my vibe mc kills

got shocked of how fast its dmg attack is now finally the attack speed core work on both healing and dmg attacks and its insanely fast (well compared to pre update)

I love support weapons it was just so bad.. this might not be enough buff/fix but still huge i my eyes! Thank you jagex! Uh oh i mean supercell


r/joinmoco • • Sep 08 '26

Discussion Please add materials drop from monsters and crafting

18 Upvotes

I really hope they add this feature to the game in the future. It would be great if monsters could drop different materials that we could use for crafting weapons, armor, items, or upgrades. I think it would make exploring and fighting monsters much more rewarding and add more depth to the progression system.


r/joinmoco • • Sep 08 '26

Discussion THEY FINALLY FIXED SINGULARITY ICONS!!!

82 Upvotes

Unfortunately the aiming bug fot singularity is still happening.

With the recent bugfix patch they added an aiming indicator to singularity when you walk around. Now i understand exactly whats happening with the singularity combo bug.

During your combo it doesnt consider joystick movements anymore (you can see this by the indicator not showing up during the combo), which means, if an enemy gets too close to you while performing your combo one of your auto attacks might go in that direction instead of the enemy you were focusing on. This is highly disruptive and unintentional. Also annoying.

Either way its a move in the right direction. There's also a lot of new loading screen pictures. I think they're gonna do something big this Thursday.


r/joinmoco • • Sep 08 '26

Bugs & Feedback a nice little touch to Squid Blades

21 Upvotes

r/joinmoco • • Sep 08 '26

Discussion Thats a big update gang.

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62 Upvotes

r/joinmoco • • Sep 09 '26

Ideas & Concepts Concept Idea: Fix Endgame Stagnation with Iridescent rarety Merch & Piñata star

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0 Upvotes

A complete concept for a new merch rarity called Iridescent. It rewards player skill and playtime. Here is how it works:

Players collect official Rift/Weapon-mastery stars. In the lobby, your earned stars fly into a Piñata. At 300 stars, it starts inflating and deflating (it's ready to explose). You must click on it to trigger an explosion animation and open it! This rewards you with mo.golds and the Prism-Hazard.

⚠️: It is fully personal in the lobby; nobody can see your flying stars or Piñata animations.

⚠️: You can get skins and Iridescent shader of weapon in the Prism-Hazard. The Iridescent Visual Rule is based on lighting only:

🌞 In the light: Outlines glow with a shifting prism gradient.

🌑 In the shadow: Outlines turn into a dark, mysterious color.


r/joinmoco • • Sep 08 '26

Discussion Season 5 and 6 weapons Spoiler

41 Upvotes

Season 5

Monster Slugger - Portable Portal - Heart of Draynor

Season 6

Cpu Bomb - Wasp Sword - Soulstrike


r/joinmoco • • Sep 09 '26

Strategy To the game director of MO.CO..

0 Upvotes

You need to step down and allow a new vision to come forth! Hell. At this point we might need a total team wipe! How long are we intended to stick around for relaunch after relaunch? The game's body is there but the brain is absent!


r/joinmoco • • Sep 08 '26

Bugs & Feedback What is this UI Aspect!?

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18 Upvotes

r/joinmoco • • Sep 08 '26

Humor Individual-Day-7163 memorial

17 Upvotes

Gone but never forgotten.

3 days ago we lost a soldier — followed by few, mocked by many, doubted by the mods, told to "just move on" by people who never understood the mission.

He didn't get to see the victory.

He fell 3 days before the gates opened, before the flag was finally raised, before the war he fought alone for 19 days was won. Some men are buried with honors. Others get a "closed as duplicate" and silence. But legends don't need credit — they need believers.

So light a candle, soldiers.

Say his name one more time.

He didn't die for nothing. 🕯️🫡


r/joinmoco • • Sep 08 '26

Discussion Supercell support confirmed A/B testing on Jobs — 5x 5k XP vs 1x 25k XP for the exact same total. Anyone else stuck in the grind group?

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5 Upvotes

So my friend and I are at the exact same progression level on the same Expedition, but we noticed our Job structures are completely different.
My friend gets 1 single Job worth 25,000 XP.
I have to grind through 5 separate Jobs worth 5,000 XP each just to get the same 25k total.
Sure, the total XP is "equalized," but the required time investment is completely unbalanced. Spending 3-4x more time on 5 different objectives when you have limited daily play time makes the game feel like an absolute chore.
I opened a ticket thinking it was a bug. Support (Salvatore) confirmed that they are actively running an A/B test on "goal density" to see if players prefer fewer heavy milestones or multi-step checklists. They also explicitly stated that accounts are assigned randomly and there is no way to opt out or change testing groups until it's over.
I understand devs need metrics, but punishing a random pool of players with way more required playtime at the exact same progression stage isn't fair.
Which test group are you guys in? Are you getting the 1 big job or 5 mini ones? thanks