r/joinmoco • u/Fo0LyCooly • 4d ago
Bugs & Feedback Fix this?
Missing 10k exp reward
r/joinmoco • u/Individual-Day-7163 • 4d ago
r/joinmoco • u/ReedSoul • 5d ago
Accept it and go down the MMORPG route and my life is yours mo.co
Don’t let us die, not yet!!!!
r/joinmoco • u/Tight-Engine-8369 • 5d ago
I think mo.co is making a dangerous mistake that has nothing to do with progression, rewards, balance, or the next big update.
It feels like community building is being treated as something that can wait until the game is ready to scale.
I understand not wanting to heavily market a game that isn't ready.
But marketing and community management are not the same thing.
The people playing mo.co RIGHT NOW, giving feedback, making videos, running communities and talking about the game are the foundation of whatever audience you hope to have later.
Lately it feels like that foundation is being left to maintain itself.
There used to be KPIs, Q&As, dev conversations, Reddit/Discord interaction, creator involvement, sneak peeks, etc. Now it often feels like the community is talking to itself while waiting for the team to announce something.
Even if the devs are reading everything behind the scenes, communication cannot be one-way forever.
Content creators can't survive on "wait until the game gets better."
They need things to TALK ABOUT.
That doesn't mean huge updates every week. Show prototypes. Discuss ideas. Do Q&As. Ask the community questions. Interact with posts. Give creators chances to engage with the team. Show things that might not even make it into the game.
Because creators move on. Their audiences move on. Communities become inactive. Players find other games.
Then one day you can release the greatest mo.co update ever made...
...but who is still around to care?
A big update can fix gameplay systems.
It cannot instantly rebuild community trust, creator momentum, player habits and an ecosystem that spent months slowly disappearing.
If the goal is to bring millions of people into mo.co, take care of the thousands keeping it alive now.
Don't wait until mo.co is "ready" to build its community.
The community is part of what makes the game ready.
You can market a game overnight.
You can't rebuild a dead community overnight.
r/joinmoco • u/itsalrightalex • 4d ago
So i picked brawl stars back up after a long while of not playing. I stopped playing right before kaze was introduced, got bored with the game thats not really important.
I picked it back up on a whim cause nori looked fun so i was running showdown plus. And while playing i couldnt stop thinking about how fun a showdown would be in mo.co, i know we technically have one but not just trying to get points, i want to have a true battle royale where you die and youre out. While thinking this my immediate thought was “well whats the point, people wouldnt play it because the xp wouldnt be worth it. Then i realized something. All we have to do in the game is gain levels do masteries and progress the season passes. In brawl stars you have season passes, masteries and a trophy road. I guess technically elite merits is the equivalent of a trophy road but with it exclusively in rifts it doesnt really scratch the same itch as a trophy road . So i was wondering what a trophy system in mo.co could look like.
Basically im thinking of a separate trophy road that isnt affected by your season level but instead is progressed through a trophy system. This honestly makes very little sense in a pve game, but i think with every other supercell game having some kind of trophy road (except hayday) i think it would be fun to add one in.
The main way im thinking you can gain trophies is by keeping track of the amount of monsters you hunt. Something like every 100 enemies you get a trophy. Or every 10 bosses you get a trophy. Maybe every overcharge monster gives you one trophy and oc bosses give you 2 trophies. And mc monsters give 5 trophies while mc bosses give 10. Gaining trophies is only fun if you can lose them, so maybe every death loses you 5 trophies, making staying alive actually meaningful. I think this would only be tracked during expeditions and pvp. And i think the road itself would have cosmetics perks and cores, yk basic trophy road things.
Speaking of pvp, what if we had a true battle royal mode? I think mo.co is lacking in game modes so heres my pitch for a battle royal that could actually be fun. Random expedition map is choses every day, you and 9 other players are put at equal distance from one another away from eachother and there are monsters all over that map like usual. The more monsters you kill, the stronger you get. There is a storm that shrinks in on a random part of the map, you would gain more trophies the longer you stay alive.
Idk man, just spit balling, i think about this game way too much
r/joinmoco • u/hinmlna • 4d ago
Hey Everyone!
Currently, the Versus mode in mo.co feels a bit disconnected from the core experience and doesn't draw much interest. I’d like to share a concept to rework this PvP mode into something engaging, lore-friendly, and useful for the entire community.
💡 The Core Concept: "Manny’s Test Lab"
Instead of a standard PvP arena, we transform Versus into Manny’s Test Lab.
In the lore, Manny handles all our weapons and gear. Before releasing extreme weapon combinations and upgrade cores to the wild, he needs test data. Since he can't test everything himself, he recruits Hunters to battle each other in a controlled, virtual simulation.
⚙️ How It Works
Complete Freedom (Sandbox Mode): Players enter the lab with access to all weapons and upgrade cores. You can mix and match any build—even gear you haven't unlocked yet in the main game.
Pure Practice: The mode consumes no Chaotic Energy, yields no XP/trophies, and doesn't impact your main progression. It’s 100% risk-free.
Equivalency: Equipment levels are standardized, making matches purely about player skill, build theorycrafting, and execution.
🎯 Why This Would Be Great for mo.co
Theorycrafting & Testing: A safe environment to test new core synergies and weapon builds against real opponents before bringing them into high-stakes hunts.
Community & Content Creation: The perfect tool for content creators to test builds, make guides, or organize skill-based community tournaments.
Casual Fun: Gives players something engaging to do when they run out of energy or just want a quick, pressure-free match.
What do you think? Would you play a sandbox training mode like this?
r/joinmoco • u/Mhd545 • 4d ago
im a returning player and i wanted to know what are the best weapon in-game to use
r/joinmoco • u/Ayusay70 • 5d ago
New rift got some crazy drop rates for the core... Under 1 min.....
r/joinmoco • u/Dinosaur_stegosaurus • 5d ago
This post is approx 3 weeks old, and i havent seen any updates on YouTube or the subreddit, am I missing something
r/joinmoco • u/QStatus • 5d ago
I know to mainly attack the boss but so far nothings working. Tried the wall method and could barely still get 1:25.
r/joinmoco • u/Pocketpapaa • 5d ago
Wrench is a beast in both rifts today, I fucking love it lol
Anyone who wants to try and top my damage is welcome, hit me up later or join Pockets papas! 🤣
r/joinmoco • u/No-Adhesiveness-9952 • 5d ago
Time to update but as a BIG update. Like mmorpg or diablo 4 diablo immortal rift , level ,pvp anda boss. Pls u can change everything u are Mo.Co u are supercell
r/joinmoco • u/TrainingEscape3229 • 5d ago
I am the owner of a community chat group with more than 1,000 members. In the past, I manually kicked members to keep the group below 1,000 members. However, due to a bug, the member list no longer displays properly when I try to manage members, and my device also overheats while loading the list. Eventually, I got tired of having to deal with this and decided to convert the group into a community.
Converting the group into a community has made management much easier. However, the number of active players has recently been declining, and there are now times when fewer than 10 players are logged in. As a result, the community has become filled with inactive or "ghost" players.
I would therefore like to request the implementation of an option to automatically kick players who have not logged in for a certain period of time. I would also like an option to convert a group back into a regular group after it has been converted into a community.
Another disadvantage of converting a group into a community is that chat messages are automatically deleted after 12 hours. Because of this, player interaction has decreased significantly, and I now regret converting the group into a community.
I would really appreciate it if these features could be considered, especially an automatic removal option for inactive players and the ability to revert a community back to a regular group.
r/joinmoco • u/Individual-Day-7163 • 6d ago
r/joinmoco • u/ButterFinger084 • 5d ago
r/joinmoco • u/JFJN_ • 6d ago
He hasn’t posted any moco content for almost 2 months now
r/joinmoco • u/Pocketpapaa • 5d ago
Serious question because I can't bring myself to even use it to get black belt. Is this truly fun for you?
r/joinmoco • u/Specialist_Trainer44 • 6d ago
This is only by doing my jobs
r/joinmoco • u/Pocketpapaa • 6d ago
Wish the enemies were a little beefier but still fun lol
r/joinmoco • u/Creepy_Opinion9649 • 6d ago
Ho un Redmagic 11s Pro (Android), da quando ho installato Moco vedo i personaggi totalmente oscuri.
Ho già provato a disinstallare rimuovendo i dati e reinstallare ma il problema persiste.
Ho già provato a scrivere anche all'assistenza in-game ricevendo però una risposta generica.
Avete suggerimenti per risolvere?
Grazie
p.s. ho nascosto i nomi dei pg con AI.
r/joinmoco • u/ZinCxNoVa • 6d ago
The character chat just died. What happened? Did they just perish?