Video summary

Q&A With Joao & HX - Get Answers Here! | MO.CO

Main summary

Key takeaways

News and Commentary

Summary of the AMA (MO.CO) — Joao & HX (with HX, Jo — Community Manager)

The video is a live Q&A/AMA where Jo (Mus community manager) answers a large set of questions sourced mainly from Reddit and Discord, while HX (a well-known Moco content creator) helps steer the question flow. The session frequently covers balance/meta, progression systems, events and content variety, mobile performance, and community/communication concerns. Early on, the stream also suffers technical/audio issues related to Discord, but the AMA continues.


1) Weapon Balance & Technofist Dominance

  • A top Reddit thread asks when weapon balance changes will arrive, because certain weapons (notably “Technofist” / single-target DPS options) dominate rifts and maximum DPS scenarios.
  • Jo says no imminent balance change is planned, arguing the team is using new rift variety (e.g., introducing “maride rifts” and other themed rifts) to shake the meta before going straight to balance patches.
  • Jo’s longer-term expectation: balance changes should become more consistent, with hope for roughly every season, though current priority is still big changes for a new/iterating game.

Meta/context vs true balance

  • HX and Jo discuss a broader issue: even if weapons are balanced, some “best-in-single-target DPS” weapon will still emerge, especially in speed/leaderboard-focused play.
  • Variety of rifts is therefore seen as necessary so different weapons can shine in different contexts.

Community suggestions & concerns

  • A community suggestion is rift-specific multipliers/buffs/nerfs (e.g., Technofist doing less damage in a specific rift) rather than only global nerfs/buffs.
  • Another concern: leaderboard competitiveness may reward RNG and crit/animation luck more than “skill,” and core/crit mechanics might be contributing.

2) Masteries Update: Variety vs Leaderboard Impact

  • Questions address whether the mastery system changed weapon usage.
  • Jo and HX agree that masteries can cause more weapon variety during farming, but leaderboard outcomes don’t shift much, because top performance still converges on the strongest DPS paths.
  • Masteries are described as a positive addition and a fun weekly grind for many players, but they can also feel like a grind/“chore” because players must complete many mastery items.

3) Expeditions: Player Caps, Callouts, Repetition, and Why Only One Expedition

Player cap concerns

  • A key question is why the expedition player cap feels too small, preventing coordinated overcharge/mega-charge farming (“cannot join… target location full”).
  • Jo explains the lower caps were chosen to support more immersive/readable gameplay—too many players reduce monster readability.
  • Jo notes the team is open to adjusting the cap later using game flexibility.

Callouts and group chat reliability

  • The AMA also addresses a linked issue: group chat callouts often fail (expired/fake calls), and Jo says the current system provides a poor experience and needs improvement.

The biggest controversy: only one expedition

  • Players now have only one expedition available instead of three.
  • Jo explains it’s a test meant to increase rift engagement:
    • They observed players who engage with rifts tend to play longer and like the game more.
    • With three expeditions, many new players don’t notice rifts.
    • Reducing to one expedition is meant to “spotlight” rifts and see whether retention/engagement improves.
  • Jo frames this as iterative experimentation and says they may change the approach in future weeks.

4) Performance Optimization on Mobile

  • Players report overheating, battery drain, lag on weaker devices, and crashes.
  • Jo states performance fixes are ongoing, not a one-update solution, because there are millions of device configurations.
  • They claim improvements have already occurred since launch and that progress will continue gradually.
  • A specific observation is that callout groups/chat interactions can worsen lag and battery drain for some devices.

5) PvP: Controversial, “Half-Baked,” but Not a Priority

  • Jo reiterates Mo is primarily a PvE game, and PvP is not a focus.
  • He acknowledges PvP isn’t working well and is “half-cooked” (in his view), but it’s not prioritized over improving PvE.
  • Jo avoids promising removal/rework in the near term, while leaving open the possibility of future changes “if things shift.”

6) Progression Systems: Weapon Cores, RNG, and Requests for Skill Trees

Weapon cores / power progression

  • A major topic is “power progression” and whether the current upgrade core system is satisfying.
  • Jo says they removed some progression from earlier oldco/new moco iterations and acknowledge feedback that progression feels missing or less exciting.

Skill trees

  • Skill trees are described as the most requested feature.
  • Jo says they’re open to reworking power progression and may use skill trees or another system, but nothing is promised yet.

Personalization vs mandatory systems

  • The team discusses personalization:
    • Cores are locked to weapons to reduce complexity and prevent “farming the single best core forever.”
    • Players feel they lose customization freedom once cores become effectively mandatory.

RNG/crit frustrations

  • RNG/crit frustration comes up repeatedly.
  • Even if crit RNG were reduced, leaderboard competition might still be draining due to boss patterns and speed requirements.
  • Jo and HX acknowledge a tension between reducing RNG and maintaining meaningful competitive structure.

7) Roadmap Transparency & Anxiety About the Game “Dying”

  • Jo is asked for a roadmap, but says they’re still collecting data and don’t want to share a fully concrete plan yet.
  • Jo clarifies pacing:
    • Early seasons are treated like “data gathering,” referencing two seasons to analyze feedback before major direction changes.
    • July is described as quieter due to vacation schedules; full steam returns in August, around when Season 3 drops.

Addressing cancellation fears

  • Jo directly addresses anxiety:
    • Monetization is working, and retention is being studied as the core issue.
    • He argues the game is not near cancellation.
    • The team frames it as a “small restaurant” stage—focus on retention before scaling.

8) Variety & Replayability: Events, Rifts, Ladder Rewards, and Leaderboard Fairness

  • Jo emphasizes variety is key (gargants/mechs/unique event formats), but variety alone isn’t enough—content also needs to be replayable.
  • Rift difficulty layers are discussed, including the idea of adding difficulty modes rather than only pushing for maximum speed.

Leaderboard rewards

  • Jo says adding rewards is possible, but they avoided it initially because they weren’t confident leaderboard competitions would be fair after exploits/bugs.
  • They expect leaderboard rewards “at some point” once confidence is higher.

Dojo leaderboards

  • Discussion includes removal of Dojo leaderboards because Dojos aren’t seasonal; long-term leaderboards would persist indefinitely unless redesigned.

9) Content/Game Design: Dojo Difficulty Tuning, Bugs, and Update Timing

  • Comments include that dojo difficulty can be too easy or too hard depending on the player.
  • Jo says difficulty tuning is difficult because it depends on the audience:
    • Too easy = people clear quickly and stop.
    • Too hard = frustration and churn.
  • An upcoming update is expected to be mostly fixes, including:
    • Fixing a dojo glitch (a Techno/“Techno fist” issue mentioned as being only beatable via glitch).
    • Adjusting Dojo requirements/times (including for “headbanger”).
  • For “worlds” and spawns:
    • Sniffer spawn rates are discussed as possibly unintended and tied to event tuning.

10) Misc. Systems: Mochopedia, Clans/Guilds, Lore, Censorship, Skins, and Accessibility

Mochopedia

  • Jo says they tested one version and found it too passive.
  • It’s being reworked into a more active/progress-oriented feature.
  • Lore pages are also mentioned as an area to improve.

Clans/guilds

  • Not currently prioritized; Jo notes implementing major systems later may require reworking related layers.

Lore direction

  • Jo wants more lore investment and describes NeoMoco as “vanilla,” lacking narrative/fantasy hooks compared to oldco.

Censorship/auto-filtering

  • Players report Arabic/Cyrillic letters—or even neutral terms—being censored.
  • Jo says he will investigate.

Weapon skins & Supercell Make

  • Jo is open to community-designed skins/contests but notes AI may complicate the authenticity of submissions.

Loot rarity questions

  • Jo explains that “rarest” can be misleading (some skins were rare because they were unpopular).
  • He doesn’t have precise ownership counts at hand.

11) Planned Future Updates & Timing

  • Jo indicates near-term update expectations:
    • A small fixes update is expected around Wednesday.
    • A bigger-but-still-limited update could be around August/September.
    • Another bigger update is discussed for October/November (still “to be determined”).
  • Between then, content continues via seasonal additions: new weapons and event variations.

Presenters / Contributors

  • Jo (Community Manager, Mus / Moco)
  • HX (Content Creator / Host participant)
  • Jal (mentioned at the start as present/live in the intro; not actively speaking in the provided transcript)
  • Expectation (another host/name used in the transcript; appears as a second participant to HX and Jo, but the Q&A is primarily led by Jo and HX)

Original video