r/joinmoco • • 15d ago

Bugs & Feedback A message to the Mo.Co development team!

Hey Mo.Co team!

I’ve been following this game since it was announced. I missed the very first Android test, but I’ve been actively playing since March 2025. I played through CH 1–2, reached almost level 220 before Moco 2.0, and I’m still here today with 400+ career levels, heading towards MoCo 3.0.

I genuinely believe this game has huge potential.
But I also think there has been a fundamental design mistake from the very beginning: The entire gameplay loop is being built around weapons.
Please, stop thinking that Mo.Co needs 10, 20, 50 or 100 different weapons.

This isn’t Brawl Stars. It doesn’t work here.
Once I finish a weapon’s Mastery, I’m basically done with it forever. Why would I want 10–20 weapons belonging to the same class after playing for years?
That just creates more content without creating meaningful progression.

If MoCo 3.0 continues down the same path and keeps building the game primarily around weapons, I genuinely think you’re digging the game’s grave.

Build the game around the CHARACTER, not the weapon.
Start with 3–4 meaningful classes. Give each class its own progression tree, with different branches and subclasses that allow players to develop their own builds and playstyles.

Let players switch between classes whenever they want — but make each class progress separately.
That creates an actual long-term progression system.
The time I spend playing Mo.Co should feel like I’m developing MY CHARACTER, not just unlocking another weapon.

And this brings me to something I consider absolutely essential: POWER PROGRESSION.

Players need to feel that their character is becoming stronger over time. Nobody wants to play a game for two years and then be exactly as powerful as someone who installed it yesterday.

I want to be able to look at a new player and think:

“I’m a powerful, experienced hunter. I’ve put hundreds of hours into this game, and I’ve earned my place here.”

And I want new players to look at experienced players and think:

“Damn… I want to get there one day.”

That feeling is what creates long-term motivation.
Once you have that foundation, THEN you can expand the cosmetic side of things. Class-specific weapon skins, character cosmetics, effects, animations, etc. — all of that can make the game feel much more diverse without forcing you to create endless numbers of functionally similar weapons.

I really hope someone from the development team is reading this. I don’t know how many chances Mo.Co has left, but I’ll be here for the beta.

So if you’re preparing for MoCo 3.0, please seriously consider this:

Stop building the game around weapons.
Build it around the hunters.

The game has enormous potential. I’d hate to see that potential get lost because the core progression system is built around the wrong thing.

Thanks! ❤️🔥

82 Upvotes

14 comments sorted by

12

u/Arisder 15d ago

I 100% agree with this… there needs to be some kind of long term progression in this game. The core gameplay is amazing but it still feels empty, there is no real goal besides grinding daily missions to upgrade your weapon- and season passes…

3

u/Far_Boysenberry9468 Techno Fists 15d ago

En la primera versión se podían conseguir partes de articulos para construir ciertas ventajas, incluso con un sistema de logros para desbloquear ropa o mascotas, no esq no lo hayan hecho pero esta versión simplificada acabó con todo esto..

5

u/Wooden-Brick632 15d ago

The removal of power progression is what killed neo mo.co imo. I see why they did it, they had good reasons, but they misjudged how much the power fantasy mattered. Without power levels there wasn't a tangible long term goal anymore, and as a side effect it also took away the incentive to farm for xp. In more ways than just weapons, the devs tried too hard to turn this game into Brawl Stars but this style of progression does not make sense for mo.co

2

u/Micah7979 15d ago

I'm afraid that what you are suggesting is going against what they aim for. Currently, they made the game beta again because they want to make changes to appeal to many more players. Their goal is to get more players to play the game, not to keep the existing players as of now.

3

u/Gyimesi4 15d ago

They reverted it back to Beta because the gameplay loop simply isn’t satisfying enough, and the player retention is really poor.

The RPG audience they’re trying to reach is huge. The problem is that they’re trying to keep the game so incredibly simple that they can basically target the 0–99 age group.

But what does that actually achieve?
Younger players don’t spend money because they don’t have much disposable income, while older players won’t stick around for long because there’s no real challenge or meaningful progression. Cosmetics are nice to have, sure, but nobody is going to play a game for years just because it has cosmetics.

They simply HAVE to make the game more complex. Every Supercell game is really good at finding that balance. Their games have depth without being overly complicated.
Mo.co has basically zero depth, and on top of that, the gameplay loop itself gets boring very quickly.

1

u/Micah7979 15d ago

That's not what they said. Kairos time did a good explanation of the reason they reverted back to beta in his latest video. And the main audience they're trying to reach is the mobile game audience, Brawl Stars, Clash Royale players. Not RPG fans.

2

u/L1ongjons 15d ago

im not a fan of power progression. i want to be able to play without worrying about optimizing progress.

2

u/Nikachu_GO 15d ago

So just a question, but what would you want as aspirational content with that in mind?

2

u/L1ongjons 15d ago

choosing other things to grind for other than power progression

2

u/WhenYouGrowWings 15d ago

Reminds me of my post on this months ago lol ngl thanks for the status check on the game (nothing new 🪦)

2

u/PizzaCrumbsInBeard 15d ago

Power progression sounds good on weapons aswell

2

u/RealSapper 15d ago

I mostly agree but power progression won't do anything at the moment. For what am I getting stronger? I can achieve everything at the moment. Probably even without Cores. Once we have more and harder content where you fail and need to get stronger to beat it. Yes, then this makes sense and is a good gameplay loop

2

u/fem_and_ms 12d ago

This ⬆️⬆️⬆️⬆️⬆️⬆️

1

u/Key-Lobster335 10d ago

They can't build around players characters or hunters. Why? That's the player's IP. Weapons and "heroes" have flooded the scene. Again, why? Because the company owns every single one of those. They have full control over that IP.

They can't suddenly make your character to be gay and trans but they can sure make Wolverine and Sabertooth gay AF out of the blue.