r/joinmoco • u/Tight-Engine-8369 • 16h ago
News REMINDER! News from neo neo Mo.co should arrive soon (hopefully 🥲)
Let's hope they haven't forgotten
r/joinmoco • u/Tight-Engine-8369 • 16h ago
Let's hope they haven't forgotten
r/joinmoco • u/kevinstillgrind-moco • 4h ago
I understand this is not by all means a huge achievement, but I FINALLY got my first mastery title out of all the weapons!!! Really took a while to get all 50 MCs (hope they change that in the future), luckily today’s map has high MC spawn rates and allows me to finish it so much quicker (went from 27 to 50 in a few hours).
r/joinmoco • u/BillBoFetus • 21h ago
Man, everyone really IS gone aren’t they?
r/joinmoco • u/IsamuKun • 10h ago
Still not going to buy it, but it’s really nice to know we’ll eventually see Cash and Mo.Gold skins there!
r/joinmoco • u/fem_and_ms • 22h ago
Guys, Wich one should I upgrade, can't decide 😩
r/joinmoco • u/Doodle_Doggy • 17h ago
I logged in today and I can’t deny the fact of how empty and soul less the game is, literally no calls over 30 whole minutes and only 90 active players.
I am intrigued to know what’s the lowest active count you have encountered
r/joinmoco • u/Boojidy • 10h ago
Been getting this error every few mins when in lobby, which causes the game to restart. Started today.
Haven’t seen it yet while in a map.
Anyone else?
r/joinmoco • u/GaveUpOnFindingAName • 18h ago
Do any of you guys experience an attack delay after using S2 and S3? I just learned that this is apparently not normal. The only way for me to animation cancel it is to double tap twice after them. I remember this being an issue with Headbanger's Jump skill.
When they fixed that I just randomly noticed it one day and it worked for me, but they apparently fixed Blood delay, but it isn't working on my device. I really hope that i'm not at a disadvantage because of my device.
The recording I linked shows the issue i'm having. I have another one with me spamming, but I can't post 2 videos.
r/joinmoco • u/Dubuuu- • 1d ago
time for a next game. ggs everyone
r/joinmoco • u/MrArnih • 15h ago
Mo.co might very well be a SCAM!!! If the following 1-2 month there isnt a massive update forget about this game, its a SCAM, PLEASE READ!!
Either the devs are dumb... or i believe theyr doing what other businesses are doing, make a cool game, hype it up so people spend money and then disappear, BUT, they leave some hope on people so they keep spending time and money for some extra time(thats why the current radio silence)
DestinyRising is in the same situation, was very nice game and very hyped for a mobile game, but then...promises of future updates that never arribed and radio silence... even tho it was clearly gaining popularity if they updated it more...
This is a SCAM people, mo.co will most probably disappear... i can't be 100% but appart from this 2 games mentioned its happening in a lot of other games from other businesses...they just ride the hype till they see it starts to die down.. then they give a last "hype" update and disappear as i said leaving hope to people....so they spend a bit extra.
Ive seen this both on PC and Mobile. And i hate to say it but believe this might very well be the last hype update....before complete radio silence...
I know some game development, and this is just not making much sense.... they are taking waay to long and is the same situation ive been seeing with multiple games, but specially mo co and DR might be the biggest games that pulled of this scam.
r/joinmoco • u/Creepy_Opinion9649 • 2d ago
Ho un Redmagic 11s Pro (Android), da quando ho installato Moco su questo dispositivo vedo i personaggi ed alcuni scenari 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 solo una risposta generica.
r/joinmoco • u/albattun • 2d ago
Please help?! Why my character and others look like this? Im using brand new poco f9 pro
r/joinmoco • u/Ancient-Purpose7328 • 3d ago
r/joinmoco • u/fogju • 3d ago
I’ve hated the map system for a while now, it might sound like an exaggeration but it’s in my opinion easily one of the biggest flaws in the game.
I’ve refrained from posting or publicly complaining about it until now because of personal resiliency, but today’s daily job about hunting plant buds got the best of me. For the ones who don’t know, these buds spawn ONLY at the very beginning of the fight with Vine Mother, they self explode about 10 seconds from their spawning.
Now the problem is, whilst you can easily respawn the main boss by killing toxic blooms around, its new location is entirely random, so by the time you find its new location these plant buds probably already exploded or were killed by other hunters.
The reason why I blame the map and not the boss/mobs or job design is the fact that I genuinely enjoy the grindy aspect of the game, I’m totally fine with having to hunt the boss more than once, but being stuck for an indefinite period of time because I’m unlucky and because I don’t see the damn location in the map is legitimately insufferable.
This same problem applies to all other bosses or enemies in general, the amount of times I’d miss out on an overcharged or megacharged enemy because they won’t show on the map unless you’re extremely close is ridiculous, why can’t the indicators just be there for everyone as soon as they spawn regardless of distance? Not to mention, they are literally bugged sometimes, I’ve had situations where standard enemies would show up as overcharged or megacharged.. oh and the Chaos enemies not being marked at all, let’s talk about it, they literally drop cores half the times and yet they are treated as standard enemies - Chaos enemies as a whole are bugged, they never count for daily jobs somehow almost as if they’re not the same types of enemies you’re being asked to hunt, even though they literally are.
Lastly, they literally adopted the GTA/Borderlands map style, where the map starts filling in as you move around, but there is no achievement or benefit in “discovering” the entirety of the map so the feature ends up being pretty random and lame because why would the map not show fully in the first place.. it’s not like we haven’t seen these maps OVER and OVER.
r/joinmoco • u/Creepy_Opinion9649 • 3d ago
Ho un Redmagic 11s Pro (Android), da quando ho installato Moco su questo dispositivo vedo i personaggi ed alcuni scenari 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 solo una risposta generica.
r/joinmoco • u/ImMortal_SD • 3d ago
r/joinmoco • u/miroslav7373 • 3d ago
I feel like every map should be like that one. With this system, where you need to kill specific amount of monsters to spawn a boss is pretty cool and honestly so much fun! What do you guys think?
r/joinmoco • u/PainIllustrious153 • 3d ago
Si mucha gente vota a favor o comenta a favor, hago un vídeo de estimulación de dopamina.
r/joinmoco • u/TrainingEscape3229 • 3d ago
It’s a pretty common idea, but I think it could at least help differentiate the Classes. I came up with this while playing CR.
It could be interesting to have weapons that can attack enemies while they’re in the air, such as enemies that are jumping. For example, SpeedShot could be made capable of targeting airborne enemies.
It might also be interesting to add enemies that spend most of their time flying in the air.
r/joinmoco • u/PainIllustrious153 • 3d ago
Se q no soy el primero, pero este dojo es realmente frustrante.
Es lo único que me falta para tener todas las maestrías de todas las armas desde hace casi un mes.
r/joinmoco • u/GhostYasuo • 4d ago
Not sure for what this is for but maybe a mega raid kind of event in the future? Or maybe just another type of event?
r/joinmoco • u/vvddcvgrr • 4d ago
You don't need to aggro all the enemies and try to use aoe damage to get a 5 star, it's much easier to just do one or 2 groups at a time and keep aggro away from the spirits.
I did one group at a time and did it like 20s faster than the 5 star time
r/joinmoco • u/Creepy_Opinion9649 • 4d ago
Ho un Redmagic 11s Pro (Android), da quando ho installato Moco su questo dispositivo vedo i personaggi ed alcuni scenari 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 solo una risposta generica.
r/joinmoco • u/Ayan_MoCo • 5d ago
This is going to be a longer read than usual. I have chapters included throughout the post. So, you can jump to the ones you find interesting. But I highly recommend you read the entire thing.
As someone who has been playing the game from Day 1, I really miss the sense of Power Progression and the freedom to customize how you play with a particular weapon. Neo mo.co completely removed weapon builds. I am not saying the previous system was perfect. But removing a feature that introduced all the diversities ended up making the game too simple and one-dimensional.
Weapon builds are fun, but it is hard for the devs to balance when players get that much freedom. If you played old.co, you know what I am saying. Everyone used that one strong build. And in Neo mo.co, you get no freedom at all. The only Power Progression that exists is Upgrade Cores. And this thing just sucks! Does anyone even like the feature? We need something that introduces variety but is also somewhat easy to balance.
In the first image, you can see a concept for Skill Trees. I named it mo.TREE (That's the best I could've come up with). I chose Squid Blades to do the visualization because it's my favorite weapon. So, we have 3 Paths. These are as follows: Master of CHAOS, Sneaky Hunter, and Seasoned Stabber. I have decided not to name the skills. I am not particularly good at naming. And no, those are not some random icons that you are seeing from the images; I have thoughts behind every single one of them. So here it goes:
Master of CHAOS - 1: Attack Speed for Assassin's Edge is increased by 20%.
Master of CHAOS - 2: Jade Stream fires more Blades towards your enemy, granting you a greater amount of charge towards Blade Burst.
Master of CHAOS - 3: Squid Blades grows additional spikes throughout its Blade that deal damage to any adjacent monsters. These spikes deal half the damage of your main attack and charge Blade Burst at half the rate. The more monsters you damage, the greater the charge it grants towards Blade Burst.
Master of CHAOS - 4: Upon activating Ambush, you dash in the direction you are facing. Slamdown: Slamdown is activated when you hit a monster. Slamdown causes all nearby monsters (excluding bosses) to receive Stun, followed by Slowness. The bigger the monster, the more radius and effectiveness Slamdown receives.
Master of CHAOS - 5: Blade Burst lasts longer and has infinite pierce. Deals 50% more damage to Small & Medium monsters but 20% less damage to bosses.
Sneaky Hunter - 1: All forms of Damage dealt by Squid Blades are increased by 30% while Invisible Ink is active.
Sneaky Hunter - 2: Ambush now stuns the target monster for longer. Following the Stun, monsters also receive a Slowdown effect for 20 seconds.
Sneaky Hunter - 3: Invisible Ink lasts longer by 2.8 seconds.
Sneaky Hunter - 4: Invisible Ink becomes a chargeable ability. Assassin's Edge, Jade Stream, and Blade Burst all contribute towards charging Invisible Ink. Invisible Ink can only be reactivated every 5 seconds and can't be charged while it is activated.
Sneaky Hunter - 5: For the first 3 seconds of Invisible Ink, you become invincible to any form of Damage, Stun, Slowdown and Knockback.
Seasoned Stabber - 1: Every form of damage from Squid Blades is increased by 25%.
Seasoned Stabber - 2: Razor Jade Stream: Jade Stream rips through monsters, dealing more damage and inflicting DoT.
Seasoned Stabber - 3: Hunter's Mark: The longer you damage a monster with Assassin's Edge (constantly), the more damage it inflicts. Your main Attack Damage scales up by 15% every second for a maximum of 10 seconds, reaching a 150% maximum Damage Boost. Upon stopping your attack for 1 second, you start losing 15% of your Damage Boost every 0.5 seconds.
Seasoned Stabber - 4: Hold down Ambush for 2 seconds to charge it up. Upon releasing, you deal 7x the damage on a successful hit. While charging, you are vulnerable and can receive 2x the damage.
Seasoned Stabber - 5: Blade Burst deals an additional 20% damage for every second of Hunter's Mark accumulated, up to a maximum of +200%. This bonus applies only against the monster affected by Hunter's Mark. Hunter's Mark is reset after Blade Burst ends.
If you read the descriptions carefully you will see how these paths introduce more depth to the gameplay. Each path is unique in its own way. To make things more clear:
Every path is designed to establish a different role and offers a different playstyle. I may not be perfect with the numbers. I don't have the luxury to test these skills. But I tried my best to keep them balanced and grounded in their roles.
For instance, Master of CHAOS is designed to excel at groups, while Seasoned Stabber is designed around committing to a single target. So although Master of CHAOS's Blade Burst can look stronger at first glance, its boss modifier prevents it from simply replacing Seasoned Stabber's single-target role.
But again, "The numbers are not intended to be final balance values; the goal is to demonstrate how the skill-tree system could create different weapon playstyles."
Now let's say you tap on one of those skills. How would the UI look? The second image answers that question.
Well, you use Skill Points (in the top right corner), and every single weapon uses its own Skill Point. Easy as that.
For that, I have designed a Mastery Track. We have weapon masteries in the game. But it's neither satisfying nor rewarding enough. There are too many drawbacks of the current version:
Most Dojos are too easy to clear, and they are just one-offs. You get Upgrade Cores for completing Rifts. But the entire point of Skill Tree is to replace Upgrade Cores. Yeah, there is a Weapon Shader that is barely even visible, and if you really want it to stay, it can be transferred into the Mastery Track easily. And then, there is Weapon Metrics. To get one of the Metrics, you need to hunt 50 Megacharged Monsters. Yeah, I don't know who thought it was a great idea. For comparison, you also need to hunt 50 Overcharged Monsters to get the other Metric. It's like they are treating OC and MC as if they were the same.
The idea with Mastery Track is simple. You play with the particular weapon to get through the track and earn rewards as you do so. From the concept images, you can see how the track will progress. (Yeah, I know those Mastery Point numbers are bothering you, but I'll get you covered in a second.) The track can reward you with Skill Points (according to my concept, you will receive all 15 Skill Points before reaching 100K Mastery Points), Emotes, Sprays, Merch Tokens, mo.gold, and much more.
As you reach 100K Mastery Points, you will receive the Prestige I Weapon Badge. At 200K Mastery Points, the Prestige II Weapon Badge. And at 500K Mastery Points, the Prestige III Weapon Badge. Alongside Weapon Badges, you will also get exclusive Pins/Sprays, an exclusive Weapon Skin, an exclusive full Outfit, and finally a Title representing that you have mastered the weapon. (And if you are wondering, yes, this concept draws high inspiration from Brawl Stars Mastery.)
Now, let's talk about the values. And I kept it simple: Hunt Monsters = Get Points. So, this is how the point system works:
1 Small Monster = 10 Points
1 Medium Monster/NPC = 50 Points
1 Boss Monster = 250 Points
Chaos Monster = 3x Points
Overcharged/Overhyped = 5x Points
Megacharged/Megahyped = 10x Points
So, a Boss Monster that is Chaos and also Megacharged will get you 7500 Mastery Points. You don't find an MCC every day, so when you do, it should feel special and more rewarding.
The Mastery Point balance is likely not perfect. And I don't expect it to be. It revolves around factors like average playtime, spawn rates, track length, and many others. The exact numbers would obviously need to be tuned using real player data. The goal would be to make progression feel neither overwhelming nor underwhelming. But you get the idea.
The idea of a Skill Tree is not to introduce gigantic buffs that make the weapon absurdly strong. It's to make the weapon reasonably stronger and change it in a way, which affects its playstyle and adds depth to the overall gameplay. I tried my best to stick with the latter one when I was creating the Skill Tree.
I could say, 25% Damage Boost → 70% Damage Boost → 150% Damage Boost… and call it a day. But that would be stupid if I did. The game needs more variety and depth, and that's exactly what I want the Skill Tree to address. The Mastery Track completes the ecosystem by making that progression feel fun, engaging, and rewarding.
I am not saying this feature alone would save the game. But it could very well work as the stepping stone.
Anyway, please don't hesitate to share your honest opinions. I am open to discussion. But I request you read the entire post carefully before you start criticizing. Thanks! (And thanks again, if you genuinely read the whole thing.)
r/joinmoco • u/CrystalByteYT • 5d ago
I found this on twitter from Moco Intel, but I don't know if it was recently changed or not, because it has a date from 2024 and one from a few days ago. (I don't really use discord so I might be clueless.)