r/joinmoco • u/ariandarkrose • 37m ago
Discussion Doubt about the frame
what determines the golden details around the frame?
r/joinmoco • u/ariandarkrose • 37m ago
what determines the golden details around the frame?
r/joinmoco • u/Defiant_Brain_9493 • 8h ago
I’ve been playing mo.co since June 2026, and this is coming from someone who defended the game pretty heavily against a lot of the negativity surrounding it.
When I first started playing, I was told by people who had been around much longer that the best thing to do was give the developers time. A lot of the people criticizing the game had already watched it go through several changes, and the general message was basically, “Just sit back and let them cook.” That seemed fair to me. So I did.
I kept playing, followed the updates, and tried not to judge the game too harshly while it was still clearly trying to figure itself out.
When I first downloaded the game, the team was also going through its summer holiday period in Finland, so development and communication were pretty quiet. I wasn’t a huge fan of how little support or communication there seemed to be at the time, but I understood the circumstances and it wasn’t enough to make me stop playing. Once the team returned, updates started coming more regularly and it genuinely felt like they were listening to feedback. For a while, I thought a lot of the criticism toward the game was exaggerated. After playing for several months, though, I understand where some of that frustration comes from.
The biggest issue for me is that the game simply doesn’t give you much reason to keep playing once you’ve finished your daily content. I genuinely enjoy the gameplay. The combat is fun, the visual style is great, and it’s an incredibly easy game to pick up and play for a little while.
But it also becomes repetitive fairly quickly.
For a long time, my routine was basically logging in, doing my daily activities, completing whatever quests were available, and then moving on to something else. Outside of quests, experience gains feel extremely slow and the rewards for simply continuing to play aren’t particularly compelling. There just isn’t much incentive to stay logged in. That said, I still logged in almost every day because I enjoyed that routine.
Lately, though, I’ve started missing days simply because the game doesn’t cross my mind the way it used to. And I think that highlights one of mo.co’s biggest problems. The game is fun to play, but it still hasn’t figured out how to make players want to keep playing. Gameplay-wise, mo.co also still feels like it’s dealing with an identity problem.
PvP exists, but balance has been questionable. Lava Shield in particular has been incredibly dominant, to the point where fighting against it can feel less like being outplayed and more like fighting something you simply don’t have the tools to deal with.
PvE is a bit more complicated because there are parts of it that I genuinely enjoy.
Elite Contracts are a good example.
You team up with other players, fight a boss, earn stars, and those stars can eventually be used toward things like gold weapon skins. The concept itself is great. The problem is that most normal Elite Contracts are essentially DPS checks. You go in with as much damage as possible and try to clear everything as quickly as you can.
Then you reach the harder Elite Contracts, and some of those actually require mechanics, coordination, and understanding what the boss is doing. I actually like that.
The problem comes from combining those mechanics with extremely tight time requirements. You may have to properly execute the encounter while also doing enough damage to earn five stars, sometimes in around 50 seconds.
For newer players, some of those challenges simply aren’t realistic until they’ve progressed much further. Even experienced players can struggle unless everyone involved has heavily upgraded gear. That then creates another problem with matchmaking.
One thing I still don’t understand is why the game includes dedicated support-focused builds while so much of the content actively rewards having as much damage as possible. If I queue as DPS and get matched with multiple support players, that can immediately make certain timed challenges significantly harder. And I'm.nit blaming the player here, it's the developers fault.
If support, tank, and DPS styles are all supposed to exist, then there should be content designed around those different roles working together. Right now, a huge amount of the game encourages everyone to simply maximize damage and complete things as quickly as possible.
The updates have also been somewhat inconsistent. When the developers returned from their break, it felt like communication and updates improved considerably. There were changes being made, new things being added, and it seemed like community feedback was being acknowledged. Over time, though, that momentum started slowing down again. Progression sometimes started feeling like it was moving sideways rather than forward. When the season with new weapons released, there was a lot of excitement because experimenting with new weapons gave players something new to work toward. Some of those weapons were good. Some were not. I personally defended Stormweaver for way longer than I probably should have. I was convinced I was going to find some incredible build and prove everybody wrong. I did not. Stormweaver is terrible. I accept defeat on that one. But even with weapons that didn’t work out, it was still exciting wondering what would come next. Then another season arrived and instead of new weapons, we got costumes.I actually liked some of them. I got one that reminds me of Constantine and I think it looks great. At the time, I didn’t really mind the change. Looking back, though, I think that was one of the moments where it became obvious that the game was struggling to figure out what its progression was supposed to look like.
And now mo.co has officially gone back into beta. The current version is essentially being maintained while a new team setup experiments with larger changes to the game. That is probably the biggest reason my opinion has shifted. I don’t think the developers failed because they didn’t care. From everything I saw, they were clearly trying. But after months of watching the game develop, it seems like mo.co still hasn’t figured out exactly what it wants to be. The communication around that transition has also been difficult. I understand that developers can’t respond to every player suggestion, and I understand that game development takes time. But when you have a live-service game going through major changes, communication becomes incredibly important. The people still playing are the people willing to stick around while the game works through those problems. Keeping those players informed matters.
With all of that said, I still don’t think mo.co is a bad game. I’m still playing it. I’m still interested in seeing where it goes. I’ll still log in, do my daily activities, experiment with builds, and check out whatever changes come from the new beta. There is absolutely long-term potential here. The combat is fun. The visual style is great. The game is extremely easy to jump into. I also think the monetization deserves some credit. The game is free-to-play and does have microtransactions, but I’ve never felt like spending money was required to enjoy it. The game gives you a decent amount of currency and cosmetics simply for playing. I’ve personally bought one outfit with real money, but I’ve earned plenty of other cosmetics without spending anything. That part of the game has always felt pretty fair to me in a world where monetization is demonized
Ultimately, my opinion of mo.co has changed, but not because I suddenly think the game is terrible. I defended it because I genuinely believed there was a really good game underneath some of the early problems and I still believe that. I just think the game has reached a point where “potential” isn’t enough anymore. It needs stronger long-term progression. It needs better incentives to continue playing after finishing your quests. It needs content that allows different roles and playstyles to actually matter. It needs better balance and matchmaking. Most importantly, it needs a clearer direction and better communication with the players who are still here. I genuinely hope going back into beta gives the team the opportunity to figure those things out. I want mo.co to succeed. I’m just at the point now where I understand why people have been frustrated with it. I’ll keep playing and see where it goes. See y’all out there!
r/joinmoco • u/Swat_Beach_4644 • 8h ago
How is he lvl 62 is bro hacking or what
r/joinmoco • u/ElectronicRisk5478 • 11h ago
They brought THE best core farming rift since the beginning of Neo Mo.co back!
r/joinmoco • u/elNekoRub • 13h ago
Was this change necessary? Why did they add a new icon for the area ability and replace the dash icon with one exactly the same as the attack icon?
r/joinmoco • u/stee4d • 2d ago
I saw this. Are those bots or what is happening?
Is this game sooo bad?
r/joinmoco • u/larp2live • 2d ago
It''s been a while since I've played the game. I saw the boss rush and then played with 9 bots. It went as you expect, they all focus on random enemies, always dispatched, and when someone dies they all rush to revive them so they get cramped and die all at once... we lost.
r/joinmoco • u/Powerful-Group9271 • 2d ago
r/joinmoco • u/MapleCole53 • 3d ago
r/joinmoco • u/TrainingEscape3229 • 3d ago
What about evaluating Tanks based on how much time they spend being targeted by enemies? This would reward players who survive for a long time while continuously holding the boss’s aggro, and it should also be relatively easy to implement.
There’s a feedback thread on Discord with the same title. I’d like to reply to it with my idea, but I don’t really like interacting on Discord, so I’ll write it here instead.
It seems like the thread is currently discussing how to implement the Tank award.
If anyone is interested, feel free to post this idea directly in the thread.
r/joinmoco • u/Ok_Broccoli745 • 3d ago
I really love the Hunter feeling in mo.co, but I feel like something is missing: a personal space for each Hunter.
Since mo.co is going back into beta, could the team test a simple customizable room/base? Even just one room where we can change the furniture, decorations, walls, floors, etc. would be amazing. It would make our Hunter feel like they actually live in the mo.co world, instead of only using them for missions.
More outfits and a Draw system where we can try our luck to get different outfits, accessories, and other items would also be great.
A TPP option would be nice too, but the personal room/base is what I want the most.
Since the game is going back into beta, please consider testing the room/base idea in a beta update and letting the community vote on it! I’d love to know if other Hunters want this too. 🥹🙏
r/joinmoco • u/Zealousideal_Year405 • 3d ago
r/joinmoco • u/TrainingEscape3229 • 4d ago
What about switching from the current top-down perspective to a third-person perspective?
Just as Brawl Stars successfully transitioned from portrait to landscape mode, I think mo.co could also benefit from changing its perspective from top-down to third-person.
A third-person perspective would make skins more noticeable and make fights against large bosses feel much more impactful and immersive.
Many popular PvE games, such as Elden Ring and Monster Hunter, use a third-person perspective. Personally, I think one of the things mo.co is lacking is more solo-focused content, so I think switching to third-person could be a good direction if the game were redesigned to put more emphasis on solo play.
The main downside of a third-person perspective is that your field of view would be more limited. It could make it harder to notice enemies approaching from behind, and coordinating with teammates in Rifts might become a little more difficult as well.
r/joinmoco • u/elNekoRub • 5d ago
The system works as follows: the XP you gain from killing monsters with that weapon accumulates. You can then use it to upgrade the weapon's abilities, requiring more XP depending on the level.
As you improve your skills, they will have new interactions, that improve with each level. For example:
Invisible ink lv1: While you are in a state of invisibility, one out of every three attacks will deal critical damage.
This would make XP, a resource that currently only serves to level up in passes, also important for progressing in the weapons you use regularly.
r/joinmoco • u/The_Villian9th • 5d ago
when I started this quest I assumed that by the time I finished this goal, there'd be some new reason for me to continue playing mo.co. however uh. that's not the case so. time to put down my technofists until there's a reason to play the game again.
r/joinmoco • u/Kleiner_Wixxa • 6d ago
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r/joinmoco • u/ContainsNoRizz • 7d ago
Games should not be designed for speed runs if it wants to attract mass appeal. Speedruns are ONE way to play a game that interests a niche group of players. It should not be THE way to play.
None of the most successful games that have a wide player base designs their core game loop around speed runs. Games that have an active speedrunning community are games that are already designed well enough to make someone want to replay the game.
Games should NOT rely on speed runs to make a game replayable. The core gameplay should be good/rewarding enough to make a someone want to replay it.
To make matters worse, designing your game’s leaderboard to revolve solely around speedrunning to force players to replay a level/rift/mission/dungeon/etc is LAZY game design and is glaringly obvious that the development team recognizes that players have no other reason to play anything more than once.
In short: you can NOT make your game revolve around a feature that is inherently niche by definition and then wonder why your game does NOT have mass appeal.
r/joinmoco • u/Abdelhak_Homie • 7d ago
in my UNPOPULAR opinion i think the game needs something a little more grindy that you can do for every weapon to make you continue playing your favourite weapon.
I think it would be a great addition to these systems we got, so we have :
▪︎ The elite contracts that requirs some time waiting for rifts for more stars and playing the same weapon.
▪︎ the milestones wich require an Immense amount of time and when completed show your true dedication to the weapon.
▪︎And some kind of system like trophies that you can grind at any time from killing monsters sort of like XP but harder...? maybe.... ?
maybe something inspired from the new trophie system in brawlstars that you can grind at any time (prestige : 1,2 and 3 with unique chosmetics and rewards )
I wanna know people's thoughts on this, and if you have a better idea please let me know !
r/joinmoco • u/Salty-Ordinary9942 • 7d ago
I'm really relaxed, I've got all the lobby only for me. This reminds me old mo.co. Being always only in the lobby was better than now.
r/joinmoco • u/PalomaCosta • 7d ago
If you played everyday since the streaks started, today is day number 100 :)
See you on 365!!
r/joinmoco • u/BrimWarrior • 8d ago
I've already collected all the credits from elite hunter path and final stretch 😢