u/Inevitable_Item_7620

Image 1 — Mo.co❌fo.mo✅
Image 2 — Mo.co❌fo.mo✅
Image 3 — Mo.co❌fo.mo✅

Mo.co❌fo.mo✅

In mo.co, there are timers everywhere. In your maps and rifts? timers. In your weapon passes? Timers. In your shop? More timers. The fear of missing out in this game is ridiculous.

First, I want to say I love the game both old and new and want to give feedback. I hate it when redditors just blindly criticise the game.

Now, why is this worse than other games? Because there is little catch up in the game. I will compare mo.co to Brawl Stars as they are both seasonally progressed. For example if you join the game later in the season, you could progress the pass faster as there are duplicate quests. This means that completion is still possible if you have the play time. However in mo.co, once the expedition and rifts are gone, its chaos energy goes with it. The only daily fomo in Brawl Stars are shop offers and daily 400 xp. This is nothing compared to the daily rifts, PvP and little expeditions in mo.co. This would cause massive burn out as players feel like it’s impossible to pause gameplay just for a few days.

The solution is simple and wouldn’t take much development time.
When the maps expire, make them single player only. Rifts might need rebalancing, but only numerical balance is needed. What about expired PvP maps? Scrap PvP, no one likes it.🙃
This would still encourage players to play early as playing with others are more efficient and fun. This also allow players to progress whenever they want as players might only have time during weekends.

Overall, it still maintains some fomo to encourage playtime, but also be not too predatory.

Thanks for reading
Mr Inevitable

u/Inevitable_Item_7620 — 3 days ago
▲ 119 r/joinmoco

This sums up mo.co

Mo.co progression is cosmetics mainly and the outfits are sometimes silly.
My character has a grown beard and the outfits are extremely feminine. I mean why does my character with a beard have breasts?!?

What they need to do is to add 2 body types to every outfit so that people actually want to play the game.

Also, the Marshall Columbia pass only has merch tokens, mo.gold and cosmetics. This means that ALL players can’t progress if they do not care about cosmetics.

I really hope to see more cores and chaos energy added to the passes so that all players have an incentive to push the passes.

Thanks for reading:)
Mr Inevitable

u/Inevitable_Item_7620 — 5 days ago
▲ 53 r/MoCo+1 crossposts

Some classes are useless

In a horizontal progression game, the classes are the main selling point of mo.co. Unfortunately, some classes are not there yet in terms of fun and usefulness.
Currently, I use venom bow for world grinding because it has high Area Of Effect. I also use techno fists for its single target damage. Finally, Lava Shield is undeniably the best for PVP.

Whether you like it or not, most players would prefer to use a powerful weapon over a fun weapon. For example, the Zapsicle is very fun for me, but I push leaderboards and the Zapsicle just doesn’t have many use cases.
When the current meta of the game only center
around 3 weapons, it means that the other weapons would be ignored and players would annoyingly complain about not enough content.

One way to fix this is adding daily worlds that restricts what weapons you can use. This would allow players to try out more weapons and also make the content useful. Most importantly, this would replaces the imbalanced and frustrating PVP.

The issue with PVP:
PVP is now being dominated with Lava Shield players where if you use any other weapons, you would die. This means that mo.co might as well make PVP Lava Shield only. Also, the game would need to be constantly balanced with any new weapon that gets released. With the currently tiny dev team, it is impossible to add new content and to balance the game.

One way to fix this is to create a trinity gameplay where there has to be a tank, a healer and a damage dealer. This would mean players could still choose their weapons while keeping the weapon choice varied.

What else do you think that needs to be improved in the game?

u/Inevitable_Item_7620 — 8 days ago
▲ 71 r/MoCo+1 crossposts

This Badge is the Endgame

Currently, when you reach level 61, you finish all the weapon sprints and enter the ENDGAME.
Now how much xp do you need to achieve level 76 where the “final stretch” path ends? More than 5 million xp at the least. It might even get to 10 million+.
What is the reward for finishing the “final stretch”?
A badge. Yes. A badge.

Here is how I would improve the system with old mo.co systems.
In old mo.co, there are elite modules you can get by just working your way through. I don’t like the idea as future players wouldn’t get the same essential feature or power.
In neo mo.co, they could add an elite module at the end of the “final stretch”. Instead of making the elite module unobtainable, they could throw it into the P.E.R.K.S gatcha or an alternative.

This gives players a reason to grind as it would impact their gameplay instead of a badge that would take up space in their profiles. Also, as neo mo.co is mostly a horizontal progression game, throwing the elite module in the gatcha makes every one equal.

Thanks for reading :)

u/Inevitable_Item_7620 — 12 days ago