u/TrainingEscape3229

S4 Day 5: Only about 130 Clears Worldwide

S4 Day 5: Only about 130 Clears Worldwide

It’s also a problem if everyone can clear it too easily, but I think there should be some kind of relief for players who can’t clear it.

Player-level-based power scaling made that possible (I’m not arguing that the system itself was better). I’m interested to see how they’ll address this in future updates.

u/TrainingEscape3229 — 2 days ago

I can wait a year if we could get a system like this. (Might be controversial?)

I threw this diagram together pretty quickly, so it's a bit rough lol.
I really hope the idea comes across lol.

Problems with moco right now:

  • Top players tend to only play with certain people.
  • Players tend to stick to only a few specific weapons.
  • LB is based on PB.
  • Rifts are too easy.
  • It's hard to feel a real sense of power progression.
  • There are issues with the build system.

This is an idea that could potentially address all of these problems.

I'm not sure if this kind of system would actually be a good fit for moco.
I don't know much about Project Rise(?) either, but maybe this idea would work better in a different game.

More than anything, this would significantly change how the game is played. It might not be something current moco fans would accept.

But personally, I'd really like to play a game like this.

Notes

  • LB is determined by the sum of the highest levels cleared with each weapon.
  • Class stats become harder to increase at higher levels, so leveling up multiple classes makes it easier to increase your LB.
  • Power Points and weapon upgrades purchased with them are reset at the end of each season.
  • You can easily earn Power Points by carrying players through Random Queue, but there is a daily limit on carry bonuses (maybe up to 100 carries per day?).
u/TrainingEscape3229 — 6 days ago

Max Core = Level 150 in old Moco

The problem with the Core system is that once you max out a Core, you can never challenge the Rift at the intended level again. To solve this, either Cores would need to reset every season, or the Core system itself would need a fundamental rework.

The first option isn’t a good solution because it would make all the effort you put in each season feel meaningless.

What we need is a separate Rift mode from Elite Contracts, where you can challenge content at the intended level and the goal is simply to clear the stages rather than compete in a time attack.

It would be even better if that mode let us use our excess Cores for some kind of power scaling.

reddit.com
u/TrainingEscape3229 — 8 days ago
▲ 18 r/MoCo+1 crossposts

Devs, please consider implementing this.

Manny has discovered an incredible rift!

It's called the Ultimate Rift. But there's one problem—the entrance is sealed tight, and it takes an enormous amount of Chaos Energy to open it.

This is where moco Hunters come in!

Explore the world, collect Chaos Cores, and donate them to Manny. He'll extract the Chaos Energy from each Chaos Core, gradually breaking the seal on the Ultimate Rift.

The Chaos Dust left behind after extraction can be used to create your own custom build. Strengthen your stats and get ready to take on the Ultimate Rift!

Community Event

  • The Ultimate Rift is unlocked through a community event held every season.
  • Stat boosts from Chaos Dust are only active inside the Ultimate Rift and apply all classes
  • You can go all-in on a DPS build for speedruns. You might be able to one-shot mobs—but don't be surprised if the boss one-shots you instead.
  • Clear stages to earn rewards such as mo-gold or etc.
  • Complete speedruns to earn MC Cores for the next season.
  • Simply clearing the Ultimate Rift is an incredible achievement. It's estimated that only around 3,400 players worldwide will be able to conquer it.

The biggest advantage of this idea is that it doesn't require changing the foundation of the current Core system. If it's not well received, it can simply be removed. It gives players a meaningful reason to collect Cores, introduces compelling endgame content, and strengthens the sense of community by bringing moco Hunters together toward a common objective.

One more thing. Many people seem worried about losing their Cores, but donating them is completely optional. It's not something players are forced to do. If your Cores are too valuable to give up, you can simply choose not to participate in this endgame content.

In my opinion, one of the biggest problems with Neo moco right now is that a player who started today can easily clear every Rift. I don't think that's how an RPG's endgame should work. There should be content that's so challenging that not everyone is expected to complete it.

The value of Chaos Cores has dropped significantly. At the beginning of Season 1, nobody had them, and collecting Cores was exciting.Once casual players have equipped every weapon with MC Cores, there's very little left to work toward, and some of them lose the motivation to keep playing.

I think there are two ways to give Chaos Cores value again. The first is to introduce an even higher tier above MC Cores. The second is to create meaningful ways for players to spend the Cores they already have.

The first option risks creating power creep and makes it harder for new players to catch up. The second keeps the current progression intact while giving existing Cores a meaningful purpose, so I believe it's the healthier long-term solution.

u/TrainingEscape3229 — 11 days ago

Clear Rifts with Class Synergy Bonuses!

This is an idea I haven't seen before (although someone may have suggested it in the past).

In the current version of moco, every weapon belongs to a class type (for example: Melee Attack, Tank, Healer, etc.).

When players bring different class types into a Rift, they would receive a Synergy Bonus based on the team's class composition.

Right now, almost everyone is using Melee Attack classes (mainly Squid Blade and Blood Blade). Honestly, that's getting pretty boring.

A Class Synergy System could encourage more diverse team compositions and give weaker classes, such as Vibe Shifter and Wolf Stick, a chance to shine.

Another advantage is that the Rift meta could be refreshed each season by adjusting the Synergy Bonus values or effects, without directly buffing or nerfing individual weapons.

u/TrainingEscape3229 — 12 days ago

Is vertical progression through player levels really a bad thing?

About a month ago, the moco community seemed to really dislike player-level power progression (this was my post but they didn’t like it). Unlike pre-moco, player levels are reset every month. That means even if a new player joins in the middle of a season, they only have to wait until the next reset to start on equal footing with everyone else.

If the concern is that Elite Contracts create an unfair level gap, then just add a level cap.

The biggest advantage of a level-based power progression system over the Core system is that it gives players a real sense of progression.

Even if players can't clear higher-level rifts because of their skill level, they can blame it on their level instead. As they level up, they feel like they're getting stronger—even if their actual skill hasn't changed. It also gives players a reason to keep playing and leveling up after they've finished their daily tasks.

reddit.com
u/TrainingEscape3229 — 13 days ago

Weapon-Specific Trophy System (Revisited)

I previously suggested a weapon-specific trophy system ( https://www.reddit.com/r/joinmoco/comments/1v918f4/weaponspecific_trophy_system/ ), and this time I’ve developed the idea in more detail. The current Elite Merits system mainly rewards players for using meta weapons, which hurts replayability. Because of that, I think it needs a fundamental redesign.

Overview

• Each weapon has its own individual trophy (rating).
• The game looks at previous runs where the combined team trophy count of the three players is close to the current team’s total, and uses the average clear time of those runs as the target time.

Example:

• Player A: Fist Trophy 150

• Player B: Headbanger Trophy 100

• Player C: Hornbow Trophy 50

• Total Team Trophies = 300

• The target time would be the average clear time of previous teams with a total trophy count around 300.

• Players attempt to beat this target time. If they clear the stage within the target time, they win.

• This is not a real-time PvP system. Instead, it is an asynchronous system where players compete against historical performance data.

Trophy Progression

I’m not familiar with the exact trophy calculation algorithm, but I think it could work similarly to other Supercell games.

• Players at lower trophy ranges should gain trophies more quickly, making progression easier through play volume.

• At higher trophy ranges, trophy gains should be smaller, making win rate much more important.

• Additional trophy bonuses could be awarded based on how much the team beats the target time by.

• If the team fails to clear the stage, they lose trophies.

Advantages

• PB become less important, reducing the impact of RNG on results.

• To maximize total trophies, players are encouraged to use every weapon in Rift.

• Weapon-specific leaderboards become possible, making it easy to see which weapons each player excels with.

• Even if a run is no longer on pace for a great time, there’s still a reason to finish it, making gameplay feel less repetitive and less like grinding.

• Players can earn trophies by repeatedly playing the Rift stages they enjoy or perform best on, rather than being forced to play every stage.

• Players can still earn trophies in 2-player Rift when they can’t find a third teammate.

• Even if you can’t play for a week, you can catch up the next week.

Potential Issues

• Players using weaker weapons could be carried by teammates using stronger ones. (However, this already happens in Brawl Stars, so I don’t think it’s a major issue.)

• Beating your personal best becomes less rewarding than it is now.

• Strong players could potentially abuse the matchmaking system by teaming up with low-trophy alternate accounts to lower the target time.

• There is still limited incentive to push trophies higher. (This is also an issue with the current Elite Merits system.)

reddit.com
u/TrainingEscape3229 — 17 days ago

Problems with the Rift Rotation System (FOMO)

Hello,I think the current weekly Elite Contracts rotation has both good and bad sides.

The good part is that we get new content every week, which keeps the game feeling fresh.

The problem is that each contract is only available for one week.

A season lasts 28 days (4 weeks), and the seasonal leaderboard is based on your PB from each week's Elite Contracts. That means every single week matters.

In other Supercell games like Brawl Stars or Clash Royale, the leaderboard is based on your performance over the entire season. Even if you're busy during the first couple of weeks, you can still grind later and catch up.

In moco, that's not really possible. If you're busy with work, school, or real life and miss just one week, your chances of finishing near the top are basically gone. Even if you play a lot during the remaining three weeks, you can't make up for the week you missed.

I think this creates a lot of unnecessary FOMO. Missing just one week shouldn't decide your entire season. Systems like this can make players feel discouraged, and some may even stop playing because they know they can't catch up anymore. (I was actually busy this week myself, and honestly it's made me think about just skipping the rest of the season lol.)

I think both the Elite Merits system and the weekly Elite Contracts rotation should be reconsidered, so players who miss a week still have a fair chance to compete during the rest of the season.

reddit.com
u/TrainingEscape3229 — 18 days ago

Weapon-Specific Trophy System

I haven't come up with a concrete trophy system yet, but I'd like to share this idea. If this inspires any interesting ideas, I'd love to hear your thoughts in the comments.

What if moco had a weapon-specific trophy system (Elite Merit), similar to brawl?

If each weapon had its own trophies, players would be encouraged to use a wider variety of weapons when pushing through Rifts, instead of relying on just a few.

I've played supercell games like cr and brawl in the past. In both of those games, your trophies go up when you win and down when you lose.

On the other hand, in moco Elite Merit only increases when you set a new pb, and it never decreases. I wonder if one reason Rift gameplay can feel repetitive is that there's no real risk involved. (Maybe Elite Merit could also be earned in Expeditions. If so, Expeditions would also have a sense of risk, making them more exciting and engaging.)

reddit.com
u/TrainingEscape3229 — 23 days ago

Suggestion : Add Elite Modules

I think mo.co currently has two issues:

  1. There is no real build customization system.
  2. After obtaining the Overtime Badge, there is little incentive to keep leveling up.

I believe Elite Modules could solve both of these problems.

How to Unlock

Players unlock Elite Modules at Level 100.

If a player cannot reach Level 100 during the season, they should not worry. Elite Modules could also become available in future seasons as a rare PERK drop.

https://preview.redd.it/73ba10vxo6eh1.png?width=1846&format=png&auto=webp&s=18107b2d68d64da78be48249551d53eca0e45a93

How They Work

Players can equip only one Elite Module at a time.

https://preview.redd.it/1fuyyzb2p6eh1.png?width=1846&format=png&auto=webp&s=e1ae9370b55afa5ae89d9e0c3fdf6373d240d18e

Elite Modules provide unique utility effects that encourage different playstyles without directly increasing DPS.

Examples

Speed Kill

  • Defeating an enemy grants a temporary movement speed boost.

Healing Ride

  • Slowly restores HP while riding.

Rapid Revival

  • Reduces the time required to revive fallen teammates.

Shock Strike

  • Basic attacks have a small chance to stun non-boss enemies.

(Please don't bring back the Chapter 1 Dash Module. It was way too strong lol.)

Design Philosophy

Elite Modules should not significantly increase DPS. Instead, they should provide convenience, mobility, survivability, or team utility.

This would:

  • Create meaningful build choices.
  • Give players a reason to continue leveling after obtaining the Overtime Badge.
  • Add more long-term progression and replayability.
  • Make mo.co more fun without creating major balance problems.
reddit.com
u/TrainingEscape3229 — 1 month ago

[Poll] When did you start playing? Which Chapter or season did you enjoy the most?

I started in Chapter 2, and I think Chapter 2 was mo.co at its peak.

u/TrainingEscape3229 — 1 month ago

This is unfair! Don't reduce the metrics for completed jobs!

Honestly, I'm absolutely furious😡

My Jobs Completed metric was reduced. It’s disappointing because I was ranked highly on the Cellstrings leaderboard.

To give a concrete example:

Players who were selected for the test and were given only 5 Jobs ended up with 354 Jobs Completed.

Players who were not selected for the test ended up with 370 Jobs Completed in their metrics.

This is unfair. It feels as though the developers are arbitrarily putting some players at a disadvantage for no reason other than being chosen for the test.

I had been getting my tasks done every day until now...

https://mo.co/en/news/news/expedition-experiment-2/

Edit:

I'm not saying that A/B testing shouldn't be done, nor am I trying to argue whether 5 Jobs or 21 Jobs is the better system. I'm also not saying that everything is fine simply because the final amount of XP is the same.

The real issue is that Hunters who have diligently completed every Job every day will no longer be able to show off those metrics in the future (for example, a year from now). That's what this discussion is about.

Did devs run this test without realizing that it would put some players at a disadvantage? Are devs stupid?

u/TrainingEscape3229 — 1 month ago

Please Host Official Tournaments

Community members, including Super mo.co Creators and other dedicated players, occasionally organize unofficial tournaments. These events are extremely valuable and have helped keep the mo.co community active and engaged. I’m very grateful to everyone who puts in the time and effort to organize them.

With that in mind, I’d like to suggest adding a tournament hub to the game and hosting regular official tournaments.

I don’t think the rewards need to be exclusive cosmetics or other special items. Simply awarding mo.gold based on placement would be enough incentive for many players.

Tournaments would also greatly improve replayability. Even if the competition focuses on a single piece of content, such as a Rift or a Dojo, players would have a reason to keep practicing and replaying it in pursuit of a higher ranking.

reddit.com
u/TrainingEscape3229 — 1 month ago

Suggestion: Add Golden Shaders (and Other Color Variants) for Cosmetics

Recently, Golden Shaders were added for weapons. How about implementing something similar for cosmetic items such as hats, outfits, and mounts?

I’m happy with the new cosmetics added every season through gacha and the Manny’s Remix. However, once you’ve collected them, there’s not much else to do with them. For paying players especially, cosmetic content tends to end as soon as they buy the items, which feels like a missed opportunity.

One idea would be to let players unlock color shaders for cosmetics. Similar to Weapon Mastery, you could unlock them by defeating enemies while wearing that cosmetic. Alternatively, if requiring kills feels too tedious, there could also be options to unlock them using Merch credits or mo.gold.

On a personal note, I’d also love to see outfits separated into upper-body and lower-body pieces (or at least into matching sets if full separation is too difficult). Because of that, I’d prefer to see the outfit customization system expanded first, and then have this shader feature implemented afterward.

reddit.com
u/TrainingEscape3229 — 2 months ago

Proposal: Bring Back Level-Based Stat Progression and Introduce Season Rifts

First of all, please note that the image was generated using AI.

I would like to propose bringing back level-based stat progression and introducing Season Rifts, a game mode that can be played throughout an entire season.

The level-based stat system would only apply to Season Rifts and Expeditions. Existing content such as Elite Contracts and PvP would remain unchanged and would not be affected by level-based stat scaling.

Season Rifts would be designed as challenging endgame stages. At the recommended level and with proper knowledge of the optimal strategy, each Rift should take approximately 3–4 minutes to complete. The intended difficulty would be comparable to Grand Library Nightmare from Chapter 2 of mo.co.

The mode would be designed around roughly five-player cooperative gameplay. However, I recognize that assembling a full five-player group can be difficult. To address this, I would also suggest implementing flexible player scaling, where enemy strength adjusts based on the number of players present. This would allow the same content to be enjoyed by both small groups and larger teams.

I would also introduce speedrun-based rewards. However, I believe these rewards should be different from the existing Elite Merits system. Examples could include:

  • A unique title for the first clear
  • Goods Tokens for achieving speedrun milestones
  • Exclusive cosmetics and other seasonal rewards

One of the biggest advantages of this system is that it creates a clear seasonal objective—a final boss to work toward. Players would level up in preparation for defeating that boss. In my opinion, this progression loop is one of the core appeals of action RPGs.

I would also apply level-based stat progression to Expeditions. Expeditions could be divided into three worlds or difficulty tiers: Easy, Normal, and Hard. Players could then level up efficiently by challenging maps appropriate for their current level, creating a more meaningful sense of progression throughout the season.

u/TrainingEscape3229 — 2 months ago

Which better run-through-mobs style of rifts or pure boss-fighting rifts ?

I've been playing since Chapter 2, before NEO MOCO was introduced.

I'm dissatisfied with the current boss-only Rift stages. They feel completely devoid of strategy—success mostly comes down to getting good critical hits and hoping for favorable boss attack patterns. It feels more like a three-player Dojo than actual cooperative content.

If a mode is designed for three players, I believe each player should have a meaningful role. I don't think the old run-through-mobs style of Rifts would solve this problem 100%, but it would at least create more strategic variety than Fist 3 does.

My favorite stage in NEO MOCO was Week 1's Sewer Showdown. The strategy of tanking mobs with Venom Bow while using Fists to deal DPS to the boss was really cool. It encouraged coordination and gave players distinct responsibilities.

I understand that creating and updating Rift stages every week is a lot of work. However, having nothing but stages that consist of a single boss—or multiple bosses—makes it feel like the developers are taking shortcuts.

The current pure boss-fighting Rifts may be fine for casual players who don't care much about strategy. But honestly, it's disappointing to see a leaderboard attached to such shallow Rift designs.

reddit.com
u/TrainingEscape3229 — 2 months ago