
AMA Summary — July 23rd, 2024
Introduction
AMA Summary — July 23rd, 2024

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If you want to listen to the whole thing, here it is.
Introduction
The AMA introduced major updates on player progression, with detailed information available in a blog post and white paper. The team provided an overview of the player progression system and then moved on to answer questions from the community.
📈 Player Progression Blog
📖 Whitepaper
Player Progression Overview 🧠
Potential and Prime Age
- Potential: A hidden attribute determining a player’s maximum overall rating.
- Prime Age: Another hidden attribute determining when a player reaches 80% of their potential.
XP Distribution
- XP is earned through training (50%) and matches (50%).
- The XP system is hidden to ensure unpredictable player progression.
Development Factors
- Talent Gap: Players who are significantly better than their opposition and/or teammates will find it harder to improve.
- Aging: Players over 30 progress slower.
- High Overall Rating: It becomes progressively harder for players with high overall ratings to improve.
- Prime Age: Creates different career paths for players, adding unpredictability.
Q&A Session ❓
Can we choose the skills for level up?
Initially, players cannot choose specific skills to level up. This feature might be considered for future updates, with potential for advanced training options that could focus on specific attributes, positions, or even tactics.
Will XP be visible, and will we see the amount required to improve an attribute?
XP will be hidden, but player progression will be visible to all users. The goal is to create a system where players’ development paths are unpredictable and realistic, similar to real-life player growth.
What happens if a very weak player plays in a high-level division?
Weak players in high divisions will not face direct penalties but there is no incentive to do that, since you don’t earn more XP in higher divisions, and having worse players will reduce the team’s chances of winning.
When do players retire, and do their skills drop as they age?
Player retirement is based on a hidden longevity (LON) attribute. Attributes do not reduce as players age. Retired players will no longer be usable in matches, ensuring ecosystem sustainability.
What will we do with retired players?
Retired players will not be usable in matches but might still be displayed separately in your account. There could be potential future uses such as converting them into staff roles, but primarily, they will have no utility to maintain the ecosystem balance.
Will there be training for unused players or free agents?
The team is exploring solutions for free agents or unwanted players to progress, possibly through training academies where players can earn XP in exchange for $MFL, though less efficiently than in clubs.
How will the position a player is playing impact their attributes?
Currently, attributes will progress based on the player’s primary position. In the future, more advanced training options may allow for development in secondary positions or specific attributes related to the role they are playing in matches.
Does in-season performance impact the rate of advancement, and can we use players in a way that maximizes their performance rating?
Match ratings will impact XP gained. Players performing well in matches will progress faster. Managers can use tactics and formations to influence player performance and maximize progression rates that way.
Will there be any penalties for a player significantly better than their teammates or opponents?
Yes, there will be penalties if a player is significantly better than their teammates (for training) or opponents (for matches), as this will hinder their development.
Will players who are not part of a club age during the season?
Yes, all players will age, even if they are not part of a club or are still in unopened packs. This ensures the ecosystem remains balanced and puts a stronger emphasis on gameplay.
How will divisions impact the experience gained?
The division itself does not directly impact XP. The key factors are the relative strength of the player compared to teammates and opponents. Higher divisions might naturally provide better competition, making them a better environment for highly skilled players to develop in.
Will there be positional training, and can players learn new positions?
Positional training is not available initially, but there is potential for it in future updates. Advanced training options may allow players to learn new positions and specific attributes or tactics.
Is there a plan to release the supply of players held in the MFL wallet ahead of S1?
Players still held by the MFL account are generally from unopened packs or reserved for future rewards, referrals, and drops. These players will age just like others. The team is exploring ways to manage these assets so that newly released players are always within the expected age range.
How will the 80% match participation be calculated, especially for divisions with fewer teams?
The 80% match participation will be calculated based on the number of league and group stage matches expected for that division. This ensures fairness across divisions with varying team counts. In other words, leagues with 12 teams will not offer better progression opportunities than those with 10.
What is the timeline for Season 1?
The target for Season 1 is Q4 2024. The team hopes to release it early in the quarter but does not want to commit to an exact date prematurely.
Has there been any thought into positions that have naturally low physical stats, and how will this impact their progression?
Players with a lower physical (PHY) attribute might play in fewer matches due to fatigue, but this is balanced by the natural gameplay and the need for strategic management. Future updates might include training options to help these players recover faster.
At the contract level, will the assignment of roles/playing time be an option when making a contract?
Player progression might require changes in how contract negotiations work. The team is considering adding contract clauses, which is the obvious solution. Examples include earning charging fees if a player doesn’t meet the match requirement or even the ability to recall the player. While these features might not be available by Season 1 due to the current workload, the team is exploring these ideas to enhance contracts without making the user experience too complicated.
Will newly minted players be on the younger side, or will they remain with the same age spectrum as we have now in packs?
Newly minted players will remain within the current age spectrum of 16–28 years old.
Will there be a marketing push planned for onboarding new managers in Season 1?
There will be a focus on organic user growth rather than a large paid marketing push. Efforts include translations, influencer outreach, engaging new markets, and leveraging the excitement of Season 1 and all its new features to attract users.
What does success look like for MFL in 5 years?
Success for MFL in 5 years means having a large, engaged user base of hundreds of thousands of football fans enjoying an experience close to owning and managing a real football team. The product should be fully ready for a mainstream audience with user-friendly interfaces and enhanced match viewing experiences, such as 3D visualizations. New assets like academies, stadiums, and various staff roles will also offer more gameplay options and strategies.
Establishing sponsorships and partnerships with real-world brands will bring additional revenue into the MFL ecosystem, allowing top clubs and users to run a viable business, generating income through effective management. A strong, interactive community where users collaborate, compete, and enjoy the game together is also essential, supported by regular updates, community events, and engaging features.
When will the 2D match visualization engine be available?
Significant progress has been made on the new 2D engine, with an expected release before Season 1. It will greatly enhance match viewing and user engagement.
Will there be international licenses or special events like the Euro tournament?
No immediate plans for international licenses; the focus remains on core game development. Special events like the Euro tournament might occur periodically.
Will there be chemistry boosts for players from the same country or team?
Team chemistry boosts are not planned for Season 1 but could be considered for future updates. These boosts might include benefits for players from the same country or those who have played many matches together.
When will club delegation be available?
Club delegation is considered to be a really interesting feature, since it will allow managers to invite friends to manage their clubs and foster more collaboration within the ecosystem. Development has started, and the team aims to release in the upcoming months.
By Lucas on July 24, 2024.
Exported from Medium on March 19, 2026.
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