r/joinmoco

Image 1 — Completing the final pass feels like an ordeal
Image 2 — Completing the final pass feels like an ordeal

Completing the final pass feels like an ordeal

I started playing the game last season, after watching some yt ads.

I joined it around 10 days in, and by the end I got to level 60~70 +-.

So I thought that if I get to play next season from day 1, doing all the dailies I'd be able to complete the pass.

But it seems impossible.

Im playing since day 1, i only missed 1 day since the beginning of the season.

I always do the dailies, and get 5 stars on most of the challenges, of course I missed one or two sniffer scoutings b4 the spawn balancing, even though I don't believe I will even get close to completing the pass.

Feels like ya have to put so many hours on that game, and being honest, I have a lot of fun with moco, but I'm an adult bro, aint putting all my free time on a mobile game.

In other games that have battle passes like, Dead by Daylight, LoL or even Clash of Clans and Clash Royale, a casual fella that just hops in every once in a while and just plays normally won't have any issue to achieve the 100% pass completion, in some of these, even halfway through the season most of the active player base already did it.

I consider myself to be an active player, yet it feels so unrewarding to know that i won't be able to complete the pass.

u/Ill_Bodybuilder_7025 — 6 hours ago

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

Weapon release dates leaked

The weapons were already showcased in 2025, this leaked is only really their release date

u/Hot_Resident_8734 — 10 hours ago

Filter option for coop teams

I really need an option to filter people who can join my parties or who can play with me. Like having a minimum carreer level or having their weapon at least as highly leveled as I set it.

I'm sick of new players forcing me to redo content. Plus I just close the game and they lose anyways once I see them die / not being skilled enough yet.

reddit.com
u/Dave203LP — 4 hours ago

How dose this even work

I have completed the DOJO challenge under 1min 15 seconds multiple times but the game won’t give me the badge. Can someone explained to me how this works please. I have tried completing the challenge under 1 minute but it’s nearly impossible.

u/J_Angel101 — 5 hours ago

Why are you still logging in every day, and what exactly is your main motivation in this new era?

Hi everyone!

Now that we’ve been playing the revamped Neo mo.co version for a little over a month, I’ve been keeping a close eye on how everyone is adjusting to the massive shift in how the game works.

The transition to a seasonal structure with fully pre-equipped weapon classes and horizontal progression has completely changed the vibe. I’d love to take a pulse on the community right now: Why are you still logging in every day, and what exactly is your main motivation in this new era? I’m particularly curious to hear from three specific groups that have emerged since the update:

To the Content Completionists (The "Maxed Out" Crew): Neo mo.co intentionally removed the vertical power scaling so everyone can play together fairly, relying on weapon mastery and unlocking Direct Chaos Cores. However, a lot of players are finding that once the final sprint and weapon cores are maxed, the endgame content thins out quickly. If you've already cleared the seasonal tracks, what brings you back daily? Is it building streaks, chasing weapon milestones/skins, or just the pure fun of the core gameplay loop?

To the Competition & Leaderboard Grinders: With the introduction of fixed stats, Elite Contracts, Dojo Challenges, and global leaderboards, the game has shifted a lot towards raw player skill and mastery. Is pushing your rank, optimizing your weapon setup on the fly, or showing off your Golden Weapon Skins/titles your primary drive to log in right now?

To the "Squad Busters 2.0" Skeptics & Casuals: There was a lot of anxiety about losing all previous progress and moving away from a traditional MMO-style grind. While many appreciate that the daily/weekly seasonal structure feels cleaner, others feel the game lacks the deep variety it once had. For those who might be on the fence, do the new Daily Goal Streaks and quick bite-sized expeditions keep you casually engaged, or are you just holding out to see how the next season expands?

No matter where you stand on the Neo update, drop your honest thoughts below. What's your personal "why" for playing right now?This places the focus squarely on the 2.0 weapon mastery, lack of power verticality, and current endgame loop. Does this capture the current state of the game better?

PS: I love the game! My motivation is definitely the gameplay loop. I love how the weapons work and how smooth they feel. I also really like the art style and how the game looks in general.

reddit.com
u/NACKN4CK — 12 hours ago

Happy

Took so much effort, especially yesterday, but at last, I have it

u/Bo405 — 8 hours ago

Experiencia de um jogador novato no Mo.co.....

Estou no mo.co vai fazer mais ou menos 1 mês, tenho jogado diariamente fazendo as diárias e etc...

Mas sinto que falta algo sabe.... Fiquei enjoado já, ultimamente só logo pra fazer as coisas básicas e pronto,temos um clã ativo aqui no Brasil com um grupo lá no whatsapp e a maioria das pessoas também estão fazendo isso...

O jogo tem um potencial incrível espero que ele não morra....

Sucesso MO.CO !!!!!

u/castro1998_ — 9 hours ago

Completar 50 hipercargados???

No me parece justo que no aparezcan esas tareas completadas si ya lo están!

u/PainIllustrious153 — 10 hours ago

Jax, I know we don't get along, but think I found a way, to bring Reactr suit/s back . . .

I still want it . . .

How long will they make us wait!

u/Vladislav_bogdanov_ — 17 hours ago

Playing because of FOMO

Has any one else ever been in the middle of knocking out dailies and you've thought to yourself "Whats the point in doing these quests and trying to level up? What do I earn from working harder to getting higher level?" I have been thinking about this lately and it has been demotivating me from wanting to continue playing. There is no benefit to doing dailies and higher level besides getting more cosmetic tokens and vanity. Sure grinding MCs but for what? Whats the point? Most of the time I play I will admit I am not have a "fun" time playing per say. I treat dailies as a job that I have to do so that hopefully when this game grows and does get more exciting to playing, I didnt miss out on anything. Does anyone else only play because of FOMO?

reddit.com
u/NoVisual5951 — 20 hours ago

You’re joking right?

Don’t you guys have testers to back this on before allowing it to go live? And I mean with each weapon.
Not only are these guys overpowered jumpers, you give us 30 sec for 5 star? When you barely could barely stay alive, especially with randoms. Even with a group it’s still extremely difficult.

u/QStatus — 1 day ago
▲ 115 r/joinmoco

Whoever thought of this deserves hell

WHY DO THEY HAVE TO JUMP AWAY THIS IS IMPOSSIBLE WITH RANDOM PEOPLE AND CLOSE RANGES WEAPONS

Why people already got golden shaders and not me??? That's cheating! (Simple math explanation for the curious and conspirationists)

Yesterday i posted my full golden shader weapon collection to share my happiness, and between congrats and classic touch grass responses, there was people accusing hacks or even paying (lol) because according to them it was mathematically impossible to achieve. To be fair there was also genuinely curious people trying to understand what they missed, so i hope this is useful for them.

- Weapon masteries update was released june 23.

- There's 13 days since update, counting today. thats's 65 stars from daily rifts.

- Then you need to count 5 stars from the 6 weekly rifts:

June 18-24

June 25 - July 2

July 3 - July 9

- That's 18 more rifts = 90 stars

65 + 90 = 155

mistery solved.

i think the confusion was caused by the update being released one day before weekly reset, so prob. many people missed june 18-24 weekly rifts stars.

reddit.com
u/izumi_k17 — 1 day ago

Is it just me or do the weapons looks better with their original color scheme than with that gold shading on-top

I for instance will not turn it that quest to apply the gold shading to my cool pink/purple squiddie skin

u/Motor-Exam-431 — 1 day ago