PRESENTING NEW PLAYER DEVELOPMENT MODEL: UPDATE COMING ON FEB 23!
11-02-2026






HEY FOOTBALLER!
Currently, FootballTeam uses the so-called flat training system. This means that every new skill costs exactly 400 trainings, regardless of whether your character has 1,000 PTS, 50,000 PTS, or 200,000 PTS.
In practice, this model no longer fulfills its role. The gaps between players are growing at a pace that can no longer be balanced in a healthy way, and attempts to fix the system through various training and XP bonuses have not produced the desired results.
Large bonuses disrupt competition in Top Trainings, Top Trainings of the Week, and Team/GladiatorGames, which makes them impossible to introduce. Small bonuses, on the other hand, change practically nothing. The system has become impossible to balance without damaging key elements of gameplay.
That’s why we decided on a fundamental change to the way characters develop. Instead of a fixed cost for each PTS, we are introducing an XP table and a soft cap that will gradually guide progression toward the target threshold of 100,000 PTS (OVR).
At launch, the table will cover values up to 65,000 PTS, and above that point, the cost of further skills will become fixed.
This solution allows us to flatten the differences between players, speed up early-game development without artificial boosts, and preserve a fair advantage for top characters—an advantage that can still be caught up to through active play.
Most importantly: no one loses anything. Every player will keep exactly as many SP as results from their previous effort, recalculated according to the new table.
XP TABLE, SOFT CAP, AND THE END OF FLAT TRAINING
We are ending flat training (400 trainings = 1 PTS) and moving to an XP table system, which introduces a natural progression in PTS cost and a soft development cap.
This is a foundational change to character progression, aimed at fixing competition and gameplay balance.
How did the system work until now?
No matter whether you had:
1 000 PTS
50 000 PTS
200 000 PTS
Each additional pts always cost 400 trainings.
Result? Differences between players grew linearly and eventually became impossible to overcome without breaking the game with XP bonuses.
Why didn’t XP bonuses work?
We tried various solutions, including XP bonuses for new players, but this system simply doesn’t work.
We would have to give bonuses of several thousand percent for new players to compete in the current gameplay—and we can’t do that. Bonuses in the range of 100–200% don’t work either: they don’t change gameplay and don’t attract new players.
If bonuses of 500–1000% were introduced:
All events (TT, Games) would lose their meaning and would be won by new accounts.
Achievements based on OVR would become fuel for multi-accounts, disrupting the server’s market and economy.
Introducing the XP table solves all these problems—without any artificial boosters.
🧠 How does the XP table work?
From now on, the cost of PTS depends on your current level.
At the beginning, skills are gained very quickly.
The higher you go, the slower your character develops.
This is a normal and widely used solution in MMO games – one that works and that players understand and like.
Examples from the table (for selected skill ranges):
less than 10 PTS – 0.5 training per 1 PTS
less than 100 PTS – 25 trainings per 1 PTS
less than 1,000 PTS – 125 trainings per 1 PTS
less than 10,000 PTS – 500 trainings per 1 PTS
less than 20,000 PTS – 1,250 trainings per 1 PTS
less than 40,000 PTS – 3,200 trainings per 1 PTS
less than 60,000 PTS – 12,500 trainings per 1 PTS
less than 65,000 PTS – 16,000 trainings per 1 PTS
🚀 What does this mean for new players?
The first thousands of PTS are earned several times faster than today.
No boosts.
No broken rankings.
No interference with TT, TTK, Games, etc.
All of it happens naturally through the system.
🎯 SOFT CAP
What is a soft cap?
We don’t block your character’s development. However, with each skill threshold, the number of trainings required for the next one increases. Progress becomes slower.
Importantly, this does NOT block participation in the Games, Top of the Week, or other activities. A healthy balance and the ability to compete are preserved.
💰 Additional effects of the change
This change brings additional benefits beyond gameplay balance. The most important are:
Cheaper training in € (costs no longer rise so aggressively) — something many players have pointed out for a long time, and which could not be fixed otherwise.
Cheaper speciality unlocking — another massive cost reduction.
Reset of OVR and skill-related achievements — the ability to claim achievement rewards again.
🔁 How will we recalculate your character?
Each new skill previously required 400 trainings for specialities.
During the update:
We sum up all the trainings you have completed.
We place this value into the XP table.
You receive a new skill total according to the table.
No one loses anything. Your work is preserved 100%.
ADDITIONAL DECISIONS RELATED TO THE UPDATE
For the XP table and soft cap to make real sense, we had to make one more difficult – but absolutely necessary – decision regarding the drink economy on the server.
On the day the update is implemented, all locked drinks will be removed from the game.
This is not a thoughtless decision. It is part of a larger plan to organize the server’s drink economy, without which the new progression system could not function properly.
⚠️ Attention! Historical IV (MID) and Historical V (TOP) drinks will not be removed from the game.
Why is this necessary?
Over the years, some players accumulated very large amounts of locked drinks, mostly obtained from the achievement system. In the past, it was possible to claim certain rewards multiple times, which resulted in accounts holding drink reserves that today’s players can no longer obtain in any fair way.
This has seriously disrupted the server’s drink economy.
Players who started after changes to the achievement system cannot compete on equal terms with those holding historical drink reserves. This difference does not come from activity, skill, or engagement, but from mechanics that no longer exist.
With the introduction of the XP table, this problem would become even more visible. Massive drink reserves would allow some players to artificially bypass the assumptions of the new progression system.
Therefore, for the XP table to fulfill its purpose—restoring healthy development pace and a real possibility of catching up with the top—we must also organize the drink economy on the server.
Removing locked drinks is that step.
Increased limit for selling drinks for Energy
We are increasing the limit for selling drinks for Energy to 10 million. This change will be permanently implemented in FootballTeam!
Additionally, until the update is implemented, a boost guaranteeing 200% more Energy for selling drinks will be active.
⚠️ In the case of locked Tier VII drinks, the following options are available:
They can be used or exchanged, where 1x Tier VII drink (locked) = 3 Hero Stars or 250,000 Energy.
The decision must be reported to support no later than Friday, 18.02.2026, by 18:00 (UTC+1).
After this deadline, requests will not be considered.
The exchange of drinks will be carried out until 23.02.2026.
Until the update day, we encourage all players to use or sell for Energy all locked drinks they own.
UPDATE DATE
23.02.2026
With a sporty salutation,
FootballTeam
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