u/TrainerGlitch

The “Potential” Problem: Why People Keep Playing moco While Simultaneously Asking Why They’re Playing

One thing Ive noticed on this subreddit is that a lot of players are asking the same question:
“Why am I even logging in every day?”
The answers are surprisingly similar.
“Maybe it’ll get better”
“I’m only playing because of FOMO”
“I’ve already invested a month.”
“The game has so much potential.”
That last word—potential—gets thrown around constantly.
The strange part is that almost everyone agrees moco has potential, yet very few can explain what that potential actually looks like. It feels like the community sees it, but the developers havent fully found it yet.

The unfair comparison
Some people compare moco to games like Brawl Stars or Clash Royale.
I honestly don’t think that’s a fair comparison.
Those are PVP games.
Moco is PVE.
They’re solving completely different design problems.
But there’s still an important lesson to learn from them.

Why Brawl Stars and Clash Royale stay fresh
Both games are repetitive.
The maps repeat
The objectives repeat.
The mechanics rarely change.
Yet every single match feels different
Why?
Because another human is involved.
Humans are unpredictable.
You never know what strategy they will use, whether theyll outplay you, make mistakes, or create an unforgettable moment.
Even after thousands of matches, you’re still learning because you’re playing against people—not scripts.
Every victory feels earned.
Every loss makes you want another match.
Thats the replay loop.

The PvE problem
PvE doesnt have that luxury.
Monsters don’t adapt.
Bosses don’t suddenly invent new attacks.
Everything eventually becomes solved.
You memorize attack patterns.
You memorize optimal routes.
You memorize the fastest clears.
Eventually every expedition becomes:
Spawn.

Kill monsters.

Finish objectives.

Collect cores.

Repeat.
Even if the maps rotate…
Even if new monsters are added…
Eventually players optimize them.
That’s simply how PvE works.

So what’s the reward?
Right now, most sessions end exactly the same.
You receive exp
You receive cores.
You move on.
But emotionally…
What did you actually win?
PvP naturally creates memorable victories because someone had to lose.
PvE doesn’t have that built in.
So moco has to manufacture that feeling another way.
Not through PvP.
Through better PvE systems.

The question Supercell should be asking:

“How do we recreate the emotional high of winning a PvP match without adding PvP?”
Because that’s what keeps people replaying.
Not just progression.
Not just daily missions.
That feeling of:
“I HAVE to run one more.”

Capcom already solved this problem
Look at Capcom.
They own one of the biggest PvP franchises ever:
Street Fighter.
And they also own arguably the most successful cooperative PvE franchise:
Monster Hunter.
Completely different genres.
Completely different audiences.
Yet both keep players engaged for thousands of hours.
Why?
Because Monster Hunter understands something fundamental:
The hunt itself is only half the reward.
The real excitement comes afterward..
You finally defeat a difficult monster.
Maybe it took twenty minutes.
Maybe you carted twice.
Maybe your team barely survived.
Then comes the moment everyone waits for…
The CARVE!!
The rewards screen!
Did the rare gem finally drop?
Did you get the mantle?
Did you finally craft the weapon you’ve been chasing all week?
Every hunt has suspense because every hunt might be the one.
That’s what makes players willingly fight the same monster hundreds of times.
Not because the combat changes.
Because every run carries anticipation.
Im also not saying to steer away from a casual game but
Moco currently doesn’t have enough of those moments like Kairos Time has always been saying—the wow moment

Another great example: Hades
Then there’s Hades.
You start from Stage 1.
Again.
And again.
And again.
On paper, that sounds repetitive.
In reality, it’s one of the most addictive gameplay loops ever made.
Why?
Because every failed run still moves you forward.
You unlock new weapons.
New upgrades.
New dialogue.
New story.
New builds.
Every run teaches you something.
Every run changes your next run.
Failure still feels like progress.
That’s why players willingly reset hundreds of times.

Maybe MOCO needs its own version of that
I’m not asking for permanent power creep.
I don’t even want PvP.
But imagine a roguelite-inspired mode where progression only exists inside that mode.
You begin weak.
Each run lets you choose random upgrades.
Crazy weapon synergies.
Temporary abilities.
Risk-versus-reward decisions.
By the end, you’re ridiculously overpowered.
Then the run ends.
Next run starts from scratch.
Every session becomes its own story instead of another checklist.

The biggest issue isn’t content
I don’t actually think Moco lacks monsters.
Or maps.
Or weapons.
I think it’s missing something much harder to design.

A reason to replay content after you’ve already mastered it.

Players don’t keep saying the game has “potential” because they want more monsters.
They say it because they can feel there’s a fantastic combat system underneath everything.
The foundation is solid.
The art is fantastic.
The controls are excellent.
The boss fights are enjoyable.
But eventually players ask themselves the same question:

“Why am I logging in today?”
Until MOCO can answer that with something stronger than daily missions, EXP, and cores, I think people will keep describing it with the same word:
Potential.

reddit.com
u/TrainerGlitch — 9 hours ago

I’ve already cleared all my other daily missions, but I’m still stuck at only 2 dogs rescued. I really hope the devs start listening more closely to the community—this mission just isn’t fun in its current state. Sigh.

u/TrainerGlitch — 8 days ago
▲ 47 r/MoCo+1 crossposts

What if Big-T became a permanent equipment slot? (Hear me out…)

The new Expedition gimmick with Big-T has honestly been the most fun mechanic introduced so far. Jumping into a giant mech completely changes the gameplay for a short time, and it got me thinking…

I actually think this idea solves two problems at once for Moco:

  1. Expeditions become more replayable because players have a map objective beyond “kill everything.”
  2. It creates a brand new monetization category without

affecting weapon balance

What if Big-T wasn’t just an Expedition gimmick, but the start of a brand-new equipment category?

Imagine a new equipment slot called something like M.O.D. - Modular Operation Device (or E.X.O. Gear, Hunter Tech, Auxiliary Gear, etc.). Instead of equipping another weapon, you equip one powerful transformation or vehicle before entering a mission.

Of course, this shouldn’t be available immediately. To keep it balanced, you’d first need to charge it during the run by completing objectives like:

Defeat 150-200 monsters
Kill 15-20 bosses
Collect 50 “Chaos Orbs” scattered around the map

Once charged…
OVERDRIVE READY!
You activate it and become insanely powerful for around 30 secs to 1 minute

Some examples:
🤖 Big-T
Giant mech with its own attacks and abilities.

🚗 Moco Mobile
Drive around at high speed, run over monsters, drift to stun enemies, then finish with a huge explosion.

Rubber Ball Suit
Roll around collecting up to 50 enemies stuck to the ball before detonating them all at once.

🚜 Drill Tank
Burrow underground, erupt beneath enemies, and create shockwaves.

🐉 Monster Mimic
Temporarily transform into a giant monster boss, each with its own moveset.

🚁 Drone Commander
Summon a swarm of combat drones that fight alongside you.

✈️** Rocket Wing**s
Take to the skies, carpet bomb enemies, and dash across the battlefield.

I think this would add another layer of build diversity without replacing weapons.

Instead of only deciding:
Which weapon?
Which gadgets?
You’d also ask:
“Which MOD fits this expedition?”
Need to clear mobs? Bring the Rubber Ball.
Boss hunting? Big-T.
Speedrunning? Moco Mobile.

It gives players another meaningful build choice while creating those awesome “hero moments” every run.

This could also become a new endgame progression system.

Imagine collecting different Overdrive Modules, each with its own upgrade path.
For example:
Big-T Mk I → Big-T Mk II → Big-T Mk III

It also opens up a huge cosmetic opportunity.
Since these modules don’t affect balance, Supercell could sell skins for them:
Big-T → Samurai Mech, Pirate Mech, Cardboard Robot, Dinosaur Mech
Moco Mobile → Ice Cream Truck, UFO, Hover Car, Monster Bus
Rubber Ball → Soccer Ball, Disco Ball, Giant Bubble, Hamster Ball
Drone Commander → Bees, Tiny Dragons, Ghosts, Mini UFOs

It’s a completely new cosmetic category that players would actually see during gameplay, without making the game pay-to-win.

I really hope Big-T isn’t just a one-off gimmick. I think it has the potential to become an entire progression system that makes every expedition more exciting and replayable.

What do you guys think? Would you like to see something like this?

u/TrainerGlitch — 11 days ago

An appreciation post to the art team. This Game’s Art Direction Is One of Its Biggest Strengths

Check this link out!

Can we talk about how incredible the monster art and promo art are? They’re absolutely gorgeous.

The art team really cooked with the monster designs. Every creature feels unique and fits the game’s aesthetic perfectly.

I keep finding myself wanting to know more about each monster—their origins, personalities, and lore.
I’d love to see the developers expand on this with animated shorts similar to Clash-A-Rama.

There’s so much personality in these designs, and it would be amazing to see the world and its monsters come to life.

Seriously, the art team is insanely talented. I really hope this game succeeds because it has so much potential.

fankit.supercell.com
u/TrainerGlitch — 18 days ago

I know i know everybody loves this rift but hear me out…

This is a great opportunity to add more DEPTH to the game.

The current system is fun, especially for players who enjoy speedrunning and chasing Merit scores. But what about players who aren’t interested in leaderboards, rankings, or speedrun optimization? Right now, there isn’t much reason for them to keep replaying these rifts.

A simple solution would be to add exclusive rewards tied to each rift type. Unique drops, cosmetics, crafting materials, collectibles, pets, titles, or equipment that can only be obtained from specific rifts would give players a meaningful incentive to revisit them multiple times.

This would create a progression loop beyond just “clear faster for a better score.” Players would have long-term goals, reasons to farm different rifts, and more ways to engage with the content at their own pace.

The overhaul has created a solid foundation. Now is the perfect time to build on it by adding rewards and progression systems that appeal to a wider variety of players, not just the competitive crowd.

u/TrainerGlitch — 24 days ago
▲ 123 r/joinmoco

I really hope Supercell doesn’t give up on MOCO

I’ve been playing again recently, and honestly, the game is way more fun now than it was last year. The gameplay finally feels like you’re actually playing the game instead of just button mashing and watching your HP disappear. One of the biggest improvements for me is how much player skill matters now. Being able to dodge attacks, position properly, and survive through good gameplay feels so much better than pre-Neo moco, where fights often felt like standing there until either you or the enemy ran out of health. The combat has a much better flow now, and for the first time, I can really see the potential of what the developers are trying to build.

What I love the most are the boss fights. Some people might disagree, but I don’t enjoy bosses that are frustratingly difficult just for the sake of being difficult. I’m playing games to have fun, not to get stressed after work or school. The current boss encounters hit a sweet spot where they feel engaging, exciting, and rewarding without making me want to throw my phone across the room. If the developers continue refining the game’s flow and combat pacing, I genuinely think they have something special on their hands.

One suggestion I have is to look at what Capcom has done with Monster Hunter. Both games share a similar core concept: hunting monsters and improving your gear. Right now, I think moco should put more emphasis on the monsters themselves. Give them personalities, lore, and stories. Make us care about them. Make us excited to hunt them and even excited to hate them. Let the monsters become the stars of the game. On top of that, I would love to see more meaningful loot drops from monsters. Make hunting feel worthwhile. Give us materials that matter. Let us craft armor pieces from monster parts, upgrade our equipment through hunting, and create builds around the gear we earn. The more rewarding monster hunting becomes, the stronger the game’s long-term progression will feel.

As for monetization, I genuinely think the cosmetic-only direction is one of the best decisions the team has made. Please keep it that way. However, I do have one request: make every armor set available for all body types. I honestly believe that would make the game more money, not less, because more players would be able to use the cosmetics they like. I’d also love to see deeper character customization options, such as more face presets, hairstyles, and a separate slot for capes or back items. Customization is one of the biggest ways players express themselves, and expanding it would only make people more attached to their characters.

Overall, I think MOCO is heading in the right direction. The game today is significantly more fun than it was a year ago. The foundation is there. The combat feels better, the boss fights are enjoyable, and the cosmetic monetization model is player-friendly. I just hope the developers continue listening closely to the community because the players genuinely want this game to succeed. Please don’t kill MOCO. Keep building on what you’ve started, keep improving it, and give it the chance to become what many of us know it can be.

reddit.com
u/TrainerGlitch — 1 month ago
▲ 200 r/joinmoco

Please stop making skins gender-locked. Every skin should have male & female versions

I really hope the devs reconsider the direction with gender-locked cosmetics in moco.

One of the coolest parts of the game is customizing your hunter, but it feels bad when a skin or armor set is locked to only one body type. If you release a cosmetic, it should automatically come with both a male and female version — especially for premium or featured skins.

There are honestly times where I want to buy a skin because the armor theme/design is really good, but I end up skipping it because it looks too feminine on my character. At the same time, I’m sure some players feel the opposite about male-only designs too. Having both versions solves that problem for everyone.

It would honestly make customization feel way more player-friendly and would probably make more people buy skins too.

Not trying to hate — the art team is cooking. I just think gender-locking cosmetics is outdated game design in 2026

u/TrainerGlitch — 2 months ago