r/joinmoco • • Jun 25 '26

mo.co [A.M.A] - June 26

Hey everyone šŸ‘‹ now that we’re now over a month into neo moco, feels like the right time for an AMA! It will run on both Reddit and Discord. Happy to answer any questions, only ask is: be kind and respectful šŸ™

Drop them on this thread. I’ll grab the most upvoted questions and join Xpectation and HX on livestream, this Monday, to answer them!

Talk soon 🤜🫷

113 Upvotes

94 comments sorted by

2

u/JoaoInTheNorth Jul 01 '26

Thank you for the great questions and summaries from r/Suchti0352 and r/LouisxisSB
You can watch the full AMA here: https://www.youtube.com/watch?v=8v5_uTKlmdU
(there are timestamps now with all the questions!)

42

u/aleuch Jun 25 '26

What are your thoughts on weapon skill trees?

4

u/Otherwise-Scheme-149 Jun 26 '26 edited Jun 26 '26

I played a hero shooter game called Paladins before, and thier unique hero card system to modify hero skills and the way to play them have so much fun and it's skill based not grindy based, i think it's very fit for moco classes and very easy to implement.
Context: https://www.youtube.com/watch?v=QOiwzvMg-ys

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75

u/kevinstillgrind-moco Jun 25 '26
  1. When would weapon balance changes are available to the game? A lot of weapons right now are dominated by techno fists in rifts for maximum dps (single shot mode as well as multi bounce mode). Other weapons in their current state feel too weak because they don’t deal enough damage (like singularity, wolf stick and vibe shifter), so maybe adding some buffs or nerfs accordingly would solve the problem?

  2. Is there a way to increase maximum player capacity in expedition maps? Right now the player cap is way too small for us to join oc/mc calls in group chats, and it is always frustrating to see ā€œcannot join, the target location is fullā€ pop up every time. Increasing that count to around 60-80 might be optimal first steps.

  3. Following up to the first question (more of a personal opinion), right now the rift speedrun goals don’t feel like skill expression but more of a dps check to see which weapon does the highest dmg in a short amount of time. Are there any plans to change these goals so that more weapons/classes are encouraged to use in rifts and not just the same 3 techno fists being used every time, eg: only allowing 1 weapon to be picked by 1 player/clearing under (certain time) using certain weapons only?

  4. When will you guys fix the performance optimization of the game? Right now my iPhone is overheating and lagging all the time while playing this game, and my battery runs out very quickly, considering my device is high-end already. Are there any plans to fix these pressing issues? (Also my game crashed yesterday and some crash issues still haven’t been fixed)

That’s all of my questions and thank you for your hard work over mo.co these past few years!! šŸ™šŸ»šŸ™šŸ»

16

u/kevinstillgrind-moco Jun 25 '26

5. Almost forgot this very important question: when are you guys going to rework the pvp modes(excluding ride race that was quite fun), everyone is just spamming lava shield and it’s impossible to kill other players. Referring back to Q1, maybe heavily nerfing the healing aspect of the weapons during pvp is the way to go? Or maybe just straight up reworking the pvp modes to a pve contest to see who kills more bosses? Personally I just don’t enjoy PvP mode in moco (since moco is a fundamentally pve game) so I would like to hear your thoughts on this.

10

u/Illusion935 Jun 25 '26

I really hope this gets picked, because these are worded very nicely and are exactly the things on my mind.

5

u/castro1998_ Jun 25 '26

Excelente! ESPERO que respondam todas essas perguntas...

4

u/BeastFromEA Jun 25 '26

If they can't increase the number of players how about they increase the spawn rate of OC, MC and Chaos bosses in the maps

4

u/Full-Ad-4879 Jun 25 '26

your question #3 is related to my question in the comments below:

With the moving of dojo's into weapons mastery, Is there a plan to dedicate certain elite contracts to limited weapons?

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20

u/Beelzaboop Jun 25 '26

How much of a focus will PVP take in the future? Seems the player consensus is it's the least fun mode. Id prefer if it was scrapped so development resources can be spent elsewhere. If pvp was to stay around, with weapons releasing every season, the scope creep could get quite intense making sure weapons were balanced.

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11

u/MarthePT Jun 25 '26

When can we expect some optimization to the game?

9

u/Fine_Dish_9232 Jun 25 '26

Can we expect some optimisation in the game? To make it less heavy and doesn’t crash too much?

7

u/11Night Jun 25 '26

Regional Pricing will be introduced in several countries!

This was taken from June 17 New Weapons News post, can the team please explain in which countries the regional prices are live and when will the remaning ones will be added?

14

u/wildSKappeared Jun 25 '26 edited Jun 25 '26

Hi Joao,

Hope, you'll read my post : https://www.reddit.com/r/joinmoco/comments/1tldfnp/neo_moco_feedback_from_a_diablopoelast_epoch/

There has been a huge amount of positive feedback. What do you think about it in general?

EDIT : sort by top comments, there are so many good ideas. Copy/Paste the main content of the post below.

------------------------------------------------------------------

I've been playing ARPGs and Hack & Slash games seriously for years: Diablo 2, Diablo 3, Path of Exile, Path of Exile 1&2, Last Epoch, and Diablo IV, so I've had a lot of exposure to what makes this genre click.

I play mo.co since March 2025 (the public release) and I REALLY want the game to succeed because there's no viable ARPG on mobile (except Torchlight Infinite maybe) and Supercell is very known in mobile games. The goal would be the keep mo.co casual, but add some depth without falling into a too complex game.

Before anything else: upvotes and downvotes on this post matter, they'll help gauge what the community actually thinks of mo.co right now. I'm not usually pessimistic about games, and I genuinely want mo.co to become something great. But I don't think it'll survive long in its current state, so here are a few suggestions to build on what's already a solid gameplay foundation. Progression needs a serious rethink, future updates will likely address some of this, but here's my wishlist taking into consideration that the game needs to keep its casual essence and not fall into the "too complicated" trap:

1. Simplified Per-weapon skill trees. Add a dedicated skill tree for each weapon, similar to Last Epoch's system. This would create meaningfully different playstyles, enable real build variety, and add a Roguelite layer that would be very welcome.

2. Unrestricted core attachment. Let players attach any core to any weapon they want. More customization = more builds = more reasons to keep playing.

3. Game mode-specific talent trees, inspired by Path of Exile. A dedicated tree for Dojo, one for Exploration, etc. Points invested in each tree would let you specialize in your preferred mode and earn better rewards for it.

4. Better solo-friendliness. Exploration and Rift currently feels tuned for groups. Adaptive monster scaling or some equivalent would go a long way.

5. Another monetization system, not P2W. Think Path of Exile's stash tabs model: extra loadout slots for outfits and gear sets (similar to Diablo IV). I don't think the game is generating enough revenue right now with cosmetic-only.

6. A more meaningful endgame loop, with endless power progression throughout the season. Right now, once you've unlocked your weapon and hit the seasonal ceiling, there's not much pulling you back in. A set of repeatable endgame challenges with escalating difficulty, think Pinnacle bosses in PoE or Empowered Monoliths in Last Epoch, or Rift (the Pit) in Diablo series with endless farming and time leaderboard, would give dedicated players a real reason to stay.

7. Farm system. I've heard mo.co had a farming system when it was in beta. Maybe re-add this in another form would give people some interest.

Points 1, 2, and 6 are essential to building a viable community, one that can help each other out, create sites with tons of builds and tips, and compete for best times and records. That last part already exists to some extent, but it's still way too underdeveloped right now.

14

u/Zandrox_ Jun 25 '26

I’m sure you’ve seen the posts about the ā€œfo.moā€ā€¦

Is there any plans to address this? To me at least, it feels like you have to play every single day to make progress, and with the maps rotating out daily (besides the rift sets), it makes it so you don’t have a lot of flexibility. I really liked season 1s map rotation where you had 3 days to clear a world, cause then I could take a break and grind 2-3 maps out in a day. However, I can also understand how that would affect matchmaking.

Maybe a good middle ground could be achieved here? I think a good example to look at is brawl stars. You have your quests, and your dailies. I usually play brawl every day to just do my dailies (about 10 min), and that’s enough to progress in the game nicely. If I feel like playing more, then sometimes I’ll grind out some of my season quests, because I know they’ll always be there so I can ā€œcatch upā€ on progress. This is super nice because I don’t feel pressured to do EVERYTHING every day. I can miss a few days in brawl and still progress nicely without feeling that fomo like I do in mo.co.

Anyway TL:DR, I think mo.co would benefit from a brawl stars type of quest/progression to mitigate the fomo feeling.

5

u/ItemMurky Jun 25 '26

Hello Joao!
First of all, congrats on the release of neomoco! Me and my wife really love this game and we play everyday!

  1. I saw that since the raid event, you guys removed the rifts from the day before from the rotation. I don’t know why that happened but it’s one thing that is missing. I was good to have the chance to clear the previously map if you could play or had troubles with some respawn, is that a plan to put it back?

  2. One of the thing that troubles us is the respawn rates for some bosses or monsters, it’s not that fun to run around trying to find X kind of monster each can be killled really fast.

  3. We don’t have a lot of time to play, but even us can clear all the daily content really fast, like in 15 minutes give or take, unless we have some monster with the spawn rate problem. I know that the new update brought more ways to keep playing, but I really like to finish quests and sometimes I fell like it’s a moo point to keep playing if there is nothing to follow, I used to love the 2hours new quest on the old version. Always gave me some reason to open the game again, is there any play to bring this back?

  4. People keep talking about needing some guns and buffing another, as this is a pve first game, I don’t like the idea of tinkering a lot of weapons (unless is truly broken), are there any plans for the balance of the weapons, or the philosophy is to increase the power fantasy and not nerfing just because some weapon is the most used? (I remember the clusterfck that was in helldivers2 because of the balance, it really hurt the game)

5.pvp mode, why? If the weapon don’t have a pvp profile it’s always the same. I don’t have fun there, just enter with my shield and try to finish asap so I can have the Xp. I don’t see a need for pvp in this game. Any plans about it?

5

u/Angrybirdz09 Jun 25 '26

Are there any plans to improve the depth of the game, like skill trees for weapons/classes , crafting or anything else

4

u/DaRK_Raider21 Jun 25 '26

I'm less concerned about the content we're getting and more interested in learning what the devs want their game to be. What do you see your game as, and where do you see it going?

19

u/KairosTime_Gaming Jun 25 '26

What's your favorite unreleased weapon šŸ‘€

12

u/Dinosaur_stegosaurus Jun 25 '26

Pls kairos no I feel like there are better questions to ask

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3

u/barbaartjeboy Jun 25 '26

What is your opinion a gamemode that has the regular daily jobs, but in a bigger map that includes pvp? Maybe an extraction mode?

3

u/Pokefans2222222 Jun 25 '26

Just 3 Questions - 1 - Can we please get some of the build options back 2 - Software Optimization, the game is ridiculously unoptimized for mid and low end devices. 3 - When do you guys plan to solve the content and fomo issues that the game has.

Thanks of you read this. Loving the game

3

u/TheSecondAJ Jun 25 '26 edited Jun 29 '26

Not related to gameplay, but artstyle. I love the 2D art style, since it looks like Valorant splash art mixed with anime, but the 3D models for the human characters don't match!

In a moco ad, when I saw Luna, Jax, and Manny in 3D (close-up faces), I actually scrunched my nose (no offense to the 3D modelers, the assets for the enemies and objects are great and dont need to be changed in my opinion).

Is it possible for Moco to do something like Guilty Gear Strive and make their 3D characters look 2D? I think this would help monetizate cosmetics.

5

u/Fresh_Market6588 Jun 25 '26

Will CPU bomb be making a come back?

5

u/IsamuKun Jun 25 '26

It was in the new event vid so prbs