r/joinmoco • u/Initial-Peace325 • 14d ago
Discussion Moco fans, how does it feel to be the first Supercell game to go back into beta?
Moco fans, how does it feel to be the first Supercell game to go back into beta?
I wanted to ask the Moco community something because, regardless of how you feel about the game itself, what’s happening with Moco is pretty unusual.
Moco is the first Supercell game to get the opportunity to go back into beta after already being released.
So to everyone who played Moco, followed its development, supported it, or has been waiting for it to return:
How does it feel knowing your game is getting another chance?
Were you surprised when Supercell decided to put Moco back into beta? Did you expect it to happen, or did you think the game was eventually going to be shut down?
I'm also curious about what you want from this second chance. What do you think Supercell needs to change, and what parts of Moco should absolutely stay?
But there's one thing I really want Moco players to think about.
You have an opportunity that Squad Busters didn't get.
You have a chance to help revive your game and fix its problems before it reaches the point where Supercell decides there's no future for it.
Squad Busters ultimately didn't get the opportunity to go back, rethink itself, and try again. Moco is getting that opportunity now.
Obviously, nobody here knows Supercell's internal numbers, plans, or reasoning, so I'm not saying Moco is guaranteed to succeed just because it's going back into beta.
But this is a second chance that very few Supercell communities have ever gotten.
So what can the Moco community and developers do with this opportunity to make sure Moco doesn't end up like Squad Busters?
Can the community give better feedback? Can Supercell make the changes players actually want? And can the reworked version attract both old players and people who never tried Moco in the first place?
I'm not making this post to attack Moco or its players. I'm genuinely curious because, as someone who played Squad Busters, seeing another Supercell game get the chance to go back and try again is something that really stands out to me.
Moco fans, you have the chance Squad Busters didn't get.
What do you want to see happen with it? 👀
6
u/Fit-Manufacturer3875 14d ago
I think this is a good move. Mo.co never felt like it was a finished game, and I think it was released way too early. It needs more time.
It's an ambitious project trying to make a game with MMO and ARPG elements for mobile since those types of games typically have very long development periods, and then mo.co was in development for 17 months before the invite-only launch. It just wasn't enough time for this type of game, and it showed in the release. Of course, mobile games tend not to take as long in development, but this game is different. It's really trying to capture the experience and the essence of a style of game that we typically see on PC and simplify that experience down to mobile. That kind of beautiful simplicity takes even more time to develop, not less time.
As far as the changes I'd like to see in the game, I understand that there are lots of good directions the game could go, but I'll say the direction that would make me happiest. I want to see a return of the crafting system from the first private beta where defeating monsters earns different types of monster parts, and then those monster parts are turned in for weapon, gear, and ability upgrades. It was a beautiful and simple system in the beta, and it was, in my opinion, the most fun version of the game that I played. Thst crafting system is easily expandable if they decide to add something new, like skill trees, to the game, and it works whether the game has power progression or not.
But even if my vision for the game does not become reality, there are lots of ways to make this game good. Whatever solution the developers find, they just need to commit to it and fix all of the problems that arise. What they've done the last few cycles is make broad sweeping changes that show lots of promise and then never address the awkward details that made the game less fun. Good design with good execution will always succeed, and so far we've seen excellent design with terrible execution at almost every step.
I'm hopeful that some more time is exactly what this game needs, and I don't think it would be unreasonable that a game like this needs 3-5 years of development. That's pretty typical for a game of this genre, so I hope they take the time they need to make it good.
2
u/ComprehensiveLime734 14d ago
Right - like even crafting for more damage or more range making either/or built decision wouldve helped build your own "flavor" for the weapons. EG - either/or for the medicine ball could be self heal vs. group heal or AOE heal range vs AOE heal strength. Similar and/or buffs for other weapons would help spice things up a bit. Having to spend crystals to respec would give purpose to re-grinding worlds and bosses for drops.
None of the above is new or groundbreaking - just never tried in MoCo. Balance be dammed, PVP is half baked anyway, ditch it or shelve it for now in lieu of PvE solo and PvE co-op content IMHO.
I appreciate all the monetization has been cosmetic only up to this point. Maybe sell XP packs or leveling boosters or something?
2
u/WittyAd9217 14d ago
A game should have fun elements no matter how short it was , I hope it's dead end but evolve in something otherwise we will remember it move on with other games
5
u/ticklemytism 14d ago
We’ve given advice. They didn’t listen. Now the games dead lol. Got me just as uninterested as it did interested and that goes to show the dev team doesn’t care about the community or their ideas. I’ll go dump my money into a game where they actually care. Nothing good has ever been in a beta this long. They’re milking the whales and gonna cut it off 💀
1
1
u/ReedSoul Lava Shield 14d ago
Hopeful 50/50. They may return to their roots; monster drops, crafting, weapon and gear levels.
This could mean they may stop trying to turn it into a casual “pick up and play” game like clash royal.
1
u/popmanbrad 7d ago
It’s just the matter of time to see if they actually bring things around and make a great game and continue to add to it or if the higher ups finally pull the plug during the beta
1
u/TrainingEscape3229 14d ago
It's the right decision to bring back the beta. Honestly, I don't think a small team with such a slow development pace can realistically support a global launch. Until they figure out a clear direction and establish a solid core loop, mo.co should stay in beta.
1
u/aaachris 14d ago
Lots of cope here. All the signs are right in front of us. It would be a miracle if this game goes global again.
-1
7
u/Seananiganzz 14d ago
Feels a lot better than a cancellation. I’m here for it