Q&A AUGUST: ANSWERS TO YOUR QUESTIONS
29-08-2025






You couldn’t wait for this Q&A release either, right? We’ve been looking forward to this day with excitement — and for many reasons. The most important one? The long-awaited Golden Ball Protocol.
By the way: we saw your huge involvement on Discord while trying to crack the riddles related to this event. Great job! Today, we’re unveiling all the details and answering the most frequently asked questions.
We hope you enjoyed the whole atmosphere. Let us know if you liked the format of the encrypted messages — we had tons of fun putting them together!
And that’s not all. Apart from the protocol, we’ve also prepared for you:
an event roadmap for the near future,
the long-awaited announcement of a MAJOR UPDATE related to the Club.
We’d also like to inform you that the next Q&A edition will be published in October due to the upcoming MAJOR CLUB UPDATE.
Enjoy the read — it’s going to be clear, concise, and with no secrets. 💛⚽
TABLE OF CONTENTS
SUMMARY OF ADDED NEWS AND CHANGES
EVENT MAP
PROTOCOL GOLDEN BALL PART I
Changes in Item Enchanting – starting September 1!
The time has come for us to finally share with you the upcoming changes, which will take effect in just 3 days.
The main challenge was properly balancing Golden Balls – both in the context of item enchanting costs and players’ ability to obtain them, as well as selling items for this resource. It was especially difficult to adjust the values for high-level historical items.
🔹 What’s changing?
The enchanting costs of items in Golden Balls at level 25+ are drastically reduced, making enchanting much easier.
Part of the cost has been shifted to Euros, a resource available to all players.
The result? Enchanting becomes realistic and more enjoyable, without breaking the game’s economy.
PROTOCOL GOLDEN BALL PART II
Event Enchanting Cup
The Enchanting Cup event kicks off on September 1!
Alongside the Ultimate Trade-in event, we welcome the Enchanting Cup to the pitch! 🏆
During the event, you can benefit from special reductions in enchanting costs:
40% reduction in Euro and Golden Ball costs when enchanting items
MOST IMPORTANTLY, the above reductions already take into account the new cost table for items above level 25.
Additionally:
By submitting the LEGENDS OF EUROPE card collection, your club gains another 15% reduction in Euro and Golden Ball costs – for the entire team!
When comparing the costs before the September 1 changes with the current costs that include the EVENT plus card collection reductions, you can achieve up to 90% reduction in Golden Ball costs.
We encourage you to take advantage of the bonuses from this unique event! Enchant your items to maximum levels and make the most of the available new features.
PROTOCOL GOLDEN BALL PART III
Work whenever and however you want
We’re maximizing the Work module so every player can make the most of it!
Starting September 1, every player will be able to individually adjust the Work Multiplier to match their needs and character’s development stage. This way, you’ll save time while still earning the Euros you need – no matter what stage of the game you’re at.
By choosing a higher multiplier, you increase the amount of Euros you’ll receive, while also raising the Energy cost of Work.
For players with a SEASON PASS, we’ve added the option of super WORK BOOST – up to 20 times faster! Take advantage of this opportunity to fully maximize the module and significantly speed up your progress in the game!
PROTOCOL GOLDEN BALL PART IV
Rebalancing the cost of creating Basic Fragments
We’re introducing changes to the system of creating fragments from Epic and Legendary items.
The most important one is a guarantee – from now on, the chance of obtaining fragments from locked items of both rares is 100%, exactly the same as for unlocked items.
Additionally, we’re increasing the number of fragments gained from Legendary items to further emphasize their value and importance in the game.
Below you’ll find the new rules for exchanging items into fragments:
PROTOCOL GOLDEN BALL PART V
Rebalancing the costs of creating Green Crystals of Success
Listening to your feedback, we’re introducing changes to the rules of creating Crystals of Success to make the process simpler and more satisfying.
Changes in creating the Green Crystal of Success:
Simplified production – instead of selecting 9 green items from the list, you’ll only need to use a Success Fragment, which significantly speeds up and simplifies the creation process.
Lower costs – the Ball of Success has been removed from the list of required materials.
Success Fragments – 5 Success Fragments are now needed to create a crystal.
Additional changes:
The number of crystals required to exchange for a higher tier has been reduced from 3 to 2.
Example:
2 Green Crystals of Success → 1 Red
2 Platinum Crystals of Success → 1 Diamond
Below, we present the full table of changes.
PROTOCOL GOLDEN BALL PART VI
Enchanting with Success Balls up to item enchantment level 50
Starting September 1, Balls of Success gain tremendous value – they can now be used at any enchantment level, even at the maximum level 50.
Thanks to this change, every item can be fully enchanted using Balls of Success, which increases their importance and provides greater opportunities for personalizing your equipment.
Additionally, combined with the reductions available during the event, this is the perfect chance to boost your items to higher enchantment levels faster and more efficiently than ever before.
SEPTEMBER MAJOR UPDATE
We’re thrilled to announce another Major Event, during which we’ll be adding many new features to the game – including the much-anticipated second phase of club extension.
Time for new buildings! Check them all out!
Radio Station
Every club that wants to matter should have its own radio station! 📻
With it, the Fan Shop gains a greater reach, which translates into higher income for the club.
The station can be developed up to level 7, and among the unlockable abilities is, for example, “Broadcast from Detroit,” which boosts the building’s efficiency.
TV Station
The TV Station generates additional income for the club. It works similarly to the Radio Station, increasing the club’s efficiency and supporting its finances.
The building can be developed up to level 7. At the highest level, the skill “Elon’s Satellites” is unlocked, which further increases the station’s reach and revenue, allowing the club to fully maximize the potential of its TV.
Fan Shop
Every football club can expand its Fan Shop, which generates income thanks to its supporters. The shop’s earnings go directly to the club and are not shared with the opponent from a match. Income is calculated daily during the technical break.
The Fan Shop can be developed up to tier 12. The higher the level, the greater the reach – more fans make purchases, and the club generates higher revenue.
By expanding the Fan Shop, you’ll unlock the following skills:
Club Merch
Shirts & Scarves
Ultras Gear
Online Shop
In the Spotlight
Global Football Biz
Example: At tier 3, the Shop’s reach is 15%. If the club has 100,000 fans, up to 15% of them – 15,000 people – will make purchases daily, generating extra daily income for the club, independent of ticket sales.
Marketing Agency
Good advertising is the foundation of building a strong club – and that’s exactly what the Marketing Agency handles. Thanks to it, you can unlock new buildings and abilities that support your team’s development both on and off the pitch.
The agency can be developed up to level 15, with each level opening new possibilities:
Level 10 – unlocks the ability to build the TV Station, which increases the club’s revenue and media reach.
Level 11 – unlocks the “Burger Prince” skill in the Academy, which brings additional benefits to the club’s development.
By investing in the Marketing Agency, your club can gain an advantage not only on the pitch but also in the world of FootballTeam, boosting revenue and influence.
Buildings unlocked by the Marketing Agency:
Fan Shop
Radio Station
TV Station
Bonuses unlocked from the Science Centre thanks to the Agency:
Vending Machines
Beer Bar
Billboards
Burger Prince
Los Polos Kebabos
Museum
The Museum is a building that commemorates the club’s achievements – unforgettable goals, legendary players, and key moments in the team’s history.
The higher the Museum’s level, the greater the players’ morale, which translates into additional Hero Stars, strengthening the team on the pitch.
SPA
Every player needs proper recovery after training and matches. The SPA allows them to regain health and form faster, ensuring your squad is always ready to fight on the pitch.
The SPA can be developed up to level 10.
Level 8 – unlocks the Regeneron perk lvl 1, which increases the chance of regenerating 2% Health up to 20%.
Level 10 – unlocks the Regenerator perk lvl 2, which increases the chance of regenerating 2% Health up to 33%.
By investing in the SPA, your players will return to full strength faster and will be able to win more matches.
As the building develops, the Energy cost of regeneration decreases.
Science Centre
In the Science Centre, you earn Science Points, which allow you to unlock active and passive skills for the entire club.
Each level of the Science Centre provides a specific number of Science Points, and the whole building can be developed up to level 60.
Already at level 1, you gain 1 Science Point that you can use for further club development.
Club Manufacturing
As your club develops, you unlock new opportunities to create and boost items. For example, to craft a Green Ball, your club must reach extension level 70. To boost this ball to the epic tier, further extension to level 85 is required.
To be able to craft and boost items of a given tier, the Manufacturing building must be constructed. Once built, the Manufacturing facility automatically appears on the list of available Manufacturing facilities, where – for a set fee – any player from the club or outside the club can craft the required item.
Each item creation requires materials. If the attempt is successful, the Manufacturing facility pays a commission in Euro to club members – according to the payout table.
Important: the crafting cost remains unchanged. Additionally, players from outside the club will pay an extra fee in Euro, which will go to club members whose facility was used.
Thanks to Manufacturing, your club can not only develop its own gear but also generate additional income for its members, making it one of the key elements of progress and cooperation in the game.
Distillery
And now it’s time for the building everyone’s been waiting for… especially Byk z Pampeluny!
In the Distillery, players will be able to craft drinks for their own use, while the service will also be available to players outside the club. All it takes is a proper fee to prepare your own drinks. The profits from crafting go directly to the accounts of the club members. Cheers! 🍹
Growth Academy
The Academy is a special building that can be constructed once your club reaches the required level. It is a separate part of the club, connected to the main one, where new players can develop their skills. The club gains benefits in the form of Team Points for each player who reaches 125OVR in their trained skills. This means that the more advanced the players in the Academy become, the greater the benefits for the club, allowing further growth and collective success.
DEV CORNER
What’s ahead? Check out what we’re currently working on!
Below you’ll find a list of changes and new features already planned for the next update. Some are in the implementation stage, while others are being tested.
💎NEW City/Work: Introduction of individual multipliers in Work.
💎 NEW Items: Rebalancing enchanting of historical items +25.
💎 NEW Crystals: Rebalancing the costs of creating Green Crystals of Success.
💎 NEW Fragments: Rebalancing the costs of creating basic fragments.
💎 NEW Club: Adding 75 new Team Perks.
💎 NEW Club: Implementation of Phase II of Club expansion – changed Tactical Academy to the Club Museum.
💎 Club: Implementation of Phase II of the Club extension – Adding the Club SPA building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Marketing Agency building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Fan Shop Agency building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Radio Station building.
💎 Club: Implementation of Phase II of the Club extension – Adding the TV Station building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Science Academy building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Growth Academy building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Tactical Academy building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Club Manufacturing building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Distillery building.
💎Club/Club Manufacturing: Adding a new building feature allowing clubs to craft and enchant items (Balls, Wristbands, Jerseys, etc.). This building will generate Euro for each club member, in addition to their salary/contract, whenever someone outside the club uses the manufacturing.
💎 Training: Adding changes to the Training Center – reduced cost and the ability to perform more training sessions.
💎 Gameplay: Changing tactics during a match will no longer reduce the team's power. You’ll have 6 free tactic changes per match. Any additional changes will deduct chemistry from all players involved, but this penalty will only apply after the match ends. This adjustment aims to prevent deliberate weakening of the club during matches and to encourage more strategic use of tactics.
💎 Boosters: Booster collection revamp.
PLANNED CHANGES
Below you’ll find a list of topics we plan to add or update in the future. They include both technical improvements and fresh features that will bring more variety to everyday gameplay. Many of these ideas came directly from your suggestions – and for that, huge thanks! This is just the beginning, so stay tuned, because plenty of exciting changes are on the way!
💎Gameplay: Footballing perks – a new footballer ability table featuring 28 brand-new skills.
💎Items: Jewellery – unique new items linked to footballer perks.
💎Items: Player attributes – brand-new attribute collections for footballers.
💎 Cards: Classic server cards – 84 pieces.
💎Cards: Royal server cards – 84 pieces.
💎 Cards: New events in card games.
💎 Cards: New card collections (as part of an expansion with additional cards).
💎 Cards: New card-based gameplay – Match Mode – 1v1 PvP battles between players.
💎 Cards: Speed server cards – 84 pieces.
💎 Cards: Extra Legacy server cards – 84 pieces.
💎 Affiliation: Rework of affiliation for players.
💎 QuestLine: Adding QuestLine that will replace the tutorial and help introduce new players to the game.
💎 Ranking: Adding a point-based ranking system to evaluate a player's performance in matches.
💎Gameplay:Stance–This feature will allow players to temporarily boost a character during a match, likely for 5 ticks. It’s designed to promote in-game activity. Players can activate this option up to three times per match: the first activation is free, while the next two cost 0.5% of Chemistry + Energy per click.
💎 Polls: Introduction of pop-up polls available in the game.
💎 Sound: Sounding of cards. Each card will be assigned a unique sound – 1292 recorded sounds.
💎 Sound: New sound design in various game modules (Work, Cafeteria, Daily Challenges, Seasonal Challenges, etc. – about 1500 recorded sounds).
💎 Website: New blog and Wikipedia for FootballTeam players.
💎 Club Manufacturing: Adding animations for crafting items in the Manufacturing module.
💎 Cards/Platinum Card crafting: Adding an option to craft Platinum Card from Legendary Cards.
💎 Inbox: Improved visibility of club messages.
NEWS AND CHANGES: SUMMARY
Recently, we’ve introduced many important changes and new features designed to make the gameplay smoother, increase your satisfaction, and give you even more ways to grow. 📈⚽
Below you’ll find a full summary of everything that has already been added in recent updates – if you’ve missed something, now’s the time to catch up! 👇
💎 Enchanting: Rebalance of historical item costs.
💎 Club Materials: Rebalance of exchange costs for turning items into club materials.
💎 Augmentation: New Augmentation thresholds.
💎 Augmentation: New Diamond Crystal of Success.
💎Augmentation:Unlocking Crystals of Success.
💎 Augmentation:Augmentation inheritance in items and Euro price rebalance.
💎 Augmentation: Rebalance of basic crystal prices in the Shop.
💎 Manufacturing: Change to the mechanics of creating Crystals of Success.
💎 Club: Improved navigation between club buildings.
💎Auctions:List of finished auctions from the last 30 days.
💎Season Pass: Season Pass now works during the off-season break.
💎 Drinks: New Recovery Drink.
💎 Drinks: Crafter Drink removed from the game.
💎 Packs: New Gustaw Pack.
💎 Cafeteria: Reform of the module.
💎 Bets: Change of maximum bet in Euro.
💎Newsy: New interaction option.
💎 Sorting:Private messages can now be sorted with additional tabs.
💎 Sounds: New sounds for booster exchange and betting, plus jingles added for national leagues.
💎 Shop: Visual improvements to buttons.
💎 Training:Graphics update in Team Training.
💎 Items:Improved item preview while navigating with arrows.
💎 Settings:Removed the button linking to Discord.
💎 Locker Room:Improved visibility of epic items in the item exchange module.
💎 Club:Fixes for replacing inactive clubs in leagues.
💎 Affiliation:Visual changes on the landing page.
💎 Auctions:Extra details added to finished auction previews.
💎 Locker Room:Better filtering functionality for drinks.
💎 Market:Added preview of missing packs in the Auctioneer.
💎 Cafeteria:Updated description of daily Energy gain.
REJECTED IDEAS
This time we haven’t rejected any ideas.
LEAKS DROP
In today’s Leaks Drop, we’ll focus on discussing two major upcoming changes: the balance of item exchanges for Club Materials and a selection of 20 perks from the Science Centre that will be introduced in the upcoming Major Update.
Balancing item exchanges for Club Materials
Until now, the gain from exchanging items for building materials was disproportionate and often less profitable than acquiring them through Team Points. We want to change that so the value of items during exchanges is appreciated—exactly what our players expect.
Therefore, we are increasing the amount of materials obtained by up to 11 times for unlocked items and up to 22 times for locked items. This will significantly accelerate building upgrades, allowing club members to cooperate more effectively within their club.
This change also increases the appeal of opening packs (Bronze, Silver, etc.), because even previously unnecessary materials will now be a valuable support in club development and driving FootballTeam’s economy.
Such a massive increase in materials obtained from item exchanges requires an adjustment in the number of Club Points needed for the exchange. Therefore, we are increasing the required amount from 10 to 25.
At the same time, we are introducing the ability to reduce the Team Points cost through new perks in the Science Centre, which will allow for more efficient exchanges and support club development.
Team Perks: How it Works?
Perks will influence many aspects of the gameplay, offering additional opportunities and advantages that will make the game even more engaging. Thanks to them, your character and club will gain unique bonuses that can be tailored to your own playstyle – from faster player development, through increased income, to extra benefits during matches and events. Each perk is a chance to stand out from other players and fully unlock your club’s potential.
We divide perks into two categories:
1. Passive perks – once purchased with Science Points, they work automatically and are always active without any additional actions.
2. Active perks – once purchased with Science Points, they require an additional activation using Team Points. This way, the player decides when and how to use their effect.
Active:
You can choose one perk out of three possible options. Activating one blocks the other two.
You can choose one perk out of two possible options. Activating one blocks the other.
You can choose one perk out of four possible options. Activating one blocks the remaining three.
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You can choose one perk out of three possible options. Activating one blocks the remaining two.
Passive
With passive perks, we also need to make a choice, but they work a little differently. Once purchased, their effect activates automatically – there’s nothing extra to switch on.
The only limitation is the number of Science Points – even at the maximum Academy level, it won’t be possible to unlock all perks. You’ll always need to decide which skills to invest in, planning your club’s development strategically.
Below you will find a list of selected passive skills. The remaining part will be revealed on 29.09, along with the Major Update.
GodVali: Would you reconsider the option to merge accounts? Many of us play on both the Royal and Classic servers, and since we already have the ability to transfer Credits between them — and eventually the servers will be merged into one anyway — it would be great to be able to transfer items, Energy, Euro, drinks, etc. into one account (for a reasonable price) and delete the other.
Thanks for the suggestion, GodVali! 🔁
We understand that account merging could be convenient — especially now that Credit transfers are available and with the planned server merge ahead.
However, we don’t plan to introduce account merging, as such a system carries too many risks and potential abuses. The existing transfer mechanisms (like Credits between Royal and Classic) are meant to provide flexibility without the need to consolidate accounts.
Thanks for your understanding and involvement! 🙌
GodVali: What’s the point of adding jewelry, since in real football it’s forbidden to wear accessories during a match? This item doesn’t make much sense. Instead, something more realistic could be added, like wrist bandages that reduce health loss after injuries, or something along those lines.
Thanks for the suggestion, GodVali! 💬⚽
You’re absolutely right — in real football jewelry is banned during matches, but in FootballTeam we sometimes like to wink at reality and add a touch of RPG flavor 😄
That’s why jewelry in the game will have its own display case, where it (and other non-standard items) can be kept — more as a collectible/bonus element rather than an actual part of the on-pitch outfit.
Besides… CR7 used to run onto the pitch with diamond earrings 💎😎 — even legends like to shine sometimes!
Your idea of wrist bandages as an item that reduces health loss from injuries also makes a lot of sense — we’re saving it for consideration when designing new item types.
Thanks for your sharp eye and good humor — that’s the kind of player we appreciate most! 🙌
Deep: Please consider adding an XP drink that gives +500% XP because right now the gap and imbalance is too big — for example, the best drink gives +1000% XP, while the second best only gives +200%, which means a difference of 800%.
Thanks for the suggestion, Deep! 🧃📈
We understand your point about the big gap between the best XP drink (+1000%) and the next available level (+200%) — that’s definitely a huge leap.
But it’s important to note that the +1000% XP drink is exceptional, and its uniqueness comes from its limited availability and special status in the game. In the current system, and with the already very high number of active boosts, we don’t plan to add a new +500% XP drink.
Thanks for raising this balance concern — we really value this kind of feedback! 🙌
El BOBrito Gangsterito: Club messages are not visible enough. They should open automatically for players, just like admin messages.
Thanks for the suggestion, El BOBrito Gangsterito! 💬📢
We agree that club messages could be made more visible, especially when it comes to sharing important information with the entire team.
We’ll consider a solution — possibly adding a feature that makes club messages open automatically, similar to admin announcements. This could significantly improve internal club communication.
Thanks for pointing out these details — it really helps us improve the game in a practical way! 🙌
Quartis99: Thank you for changing the Season Pass bundle prices. Could you also adjust the price of 3 Premium Keys to 15 on the Legacy server?
Thanks for the message, quartis99! 🗝️
We’re glad you liked the Season Pass price adjustments! As for the 3 Premium Keys — this modification was originally introduced on the Classic server, where it worked really well.
So here’s the good news — we’ll add it to the Legacy server too, to keep things consistent and make using the keys easier there as well! 🔧
Thanks for being an active community member and sharing these insights! 🙌
EL PULPO: It would be nice if, along with the introduction of new buildings, teams could have 21 or 22 players. I think this could help with health recovery in many clubs.
Thanks for the idea, EL PULPO! 🐙
In short: “NO” 😄 — because such a change would completely disrupt the balance of health management and squad structure.
The game is built around the concept of 20 players per club, and that assumption will remain unchanged — the balance and strategic decisions in FootballTeam revolve around it.
Still, we appreciate your creativity — it’s always worth sharing ideas, even if some end up in the “crazy suggestions” drawer 😄💬
PabloAimar10: Will the increase in calendar rewards be linked to raising the thresholds for completing daily challenges?
Thanks for the question, PabloAimar10! 📅✨
When it comes to increasing calendar rewards, we’re not planning any changes to the way daily challenges are completed. This means that regardless of reward updates, the thresholds and mechanics of daily challenges remain the same.
Thanks for following the game’s development and asking about these details — it helps us keep everything transparent! 🙌
PabloAimar10: Suggestion: Guarantee of drawing a card of a given rarity after a set number of tries. For example, if no legendary card is drawn after 99 attempts, then on the 100th (probability = 1%) it’s guaranteed. Any earlier “natural” legendary draw resets the counter. Same for epic and rare cards.
Thanks for the interesting idea, PabloAimar10! 🃏✨
A guaranteed-drop system after a certain number of draws is a solution used in many games and definitely has its benefits — especially for players who invest heavily in card draws.
In FootballTeam, guaranteed cards (including legendary and epic) are already often available in promotional and special packs — you can find them in the shop during events, where we clearly indicate that a certain card or rarity is guaranteed with the purchase.
At the moment, we don’t plan to add guaranteed drops to the standard card draw system, but we always listen closely to player feedback and analyze the potential of new solutions.
Thanks for the constructive suggestion and your activity! 🙌
Skowy: Hi! 👋 I’d like to propose adding a two-level club description:
External description – visible publicly, for everyone interested in the club. It could include basic information, goals, playstyle, etc.
Internal description – available only for club members. It could contain Discord links, organizational notes, strategy info, etc.
This would improve internal organization while also giving a clear message to potential new players. Thanks! 🙌
Thanks for the great idea, Skowy! 📝
The idea of introducing a two-level club description — with a separate external (public) and internal (members-only) description — is very practical, and we’re definitely adding it to our to-do list ✅
This functionality could really improve club communication, especially for sharing Discord links, tactical plans, and other internal details, while at the same time letting clubs present themselves better externally.
Thanks for your initiative and engagement! 🙌
Grzestus Talar OW: Hi! I’d like to share my opinion and suggestions about card duel rewards. I feel the current rewards don’t really reflect the effort required to compete. My suggestions:
Increase the reward for 1st place to better recognize player effort.
Add special rewards, like unique cards, slots, or other valuable resources.
Differentiate rewards for high-ranking players to boost motivation to compete.
Thanks for the suggestions, Grzestus! 🃏
Your ideas are very valid and we’ll take them into account for the next reward rebalance in card duels. At the moment, we don’t have a set date for these changes, as our focus is currently on developing club buildings.
When the time comes to update the reward system, we’ll definitely come back to your input — it’s valuable and well thought out.
Thanks for your engagement and active contribution to the game’s development! 🙌
Devast: Hi! Along with other players, I’d like to suggest adding the option to change the skin background in the profile as a separate personalization feature. Also — in general, we’d love to see more cosmetic items to better customize the look of profiles and accounts.
Hi Devast! 👋
Thanks for the great suggestion — profile background customization is a really cool direction that could significantly boost the visual appeal of accounts.
We’ll do our best to introduce new backgrounds and other cosmetic additions after the next major update, allowing players to express their style even better 🎨
Thanks for your activity and for sharing the community’s voice! 🙌
Padre: Hi! 👋 I’d like to suggest adding a player comparison tool. The ability to view the stats of 2–3 players side by side in one window would be a huge help, especially when making transfer decisions. Right now, you have to click through profiles, which is particularly inconvenient on mobile. A single-screen comparison would be really handy.
Hi Padre! Thanks for the idea — a stat comparison feature sounds genuinely useful 📊⚽
Unfortunately, implementing such a solution is too technically complex at the moment, and our resources are currently focused on other big projects.
That said, we’re not saying “never” — if we find room for it, we’d gladly revisit this concept in the future.
Thanks for sharing your ideas — even ambitious ones! 🙌
AlexNi: Hi! I’d like to suggest adding a skin “enchanting” mechanic — similar to how it works for items. Players could use excess or unused skins, combining e.g. 3–5 of them into one random higher-tier skin. This would be a great way to deal with duplicates and increase the value of cosmetic rewards.
Thanks for the interesting suggestion, AlexNi! 🎨
We completely understand the need for better skin management, especially once you start collecting a lot of them. Your idea of an upgrading mechanic makes sense and addresses real player needs.
That said, the skin module currently requires a complete overhaul — and we’re fully aware of it.
This area is already in the queue for a bigger revamp, and when the time comes, we’ll definitely return to this and similar ideas!
Thanks for your engagement and great input! 🙌
Egzorcyzmy na kocie: Hi! 👋 I’d like to submit a small but useful suggestion regarding exchanging Team Points in the warehouse. While playing on mobile, I had trouble selecting the exact number of points I wanted to exchange — typing manually is inconvenient. I propose adding “+” and “–” buttons to adjust the value easily, like in many other parts of the game.
Thanks for reporting this, Egzorcyzmy na kocie! 📱🔧
That’s a very accurate and practical suggestion — we’re adding it to our to-do list ✅. We definitely want the warehouse (especially on mobile) to be as convenient as possible, and details like this make a big difference in everyday use.
Thanks for your sharp eye and support in improving the game! 🙌
Golonzo: Hi! I’d like to propose a new type of item — something like a “slot enchanting orb.” It would work similarly to Success or Triumph Balls, but for enchanting card slots — it could:
reduce enchanting costs,
increase success chance,
or offer both effects (depending on its level).
There could be different variants, like 5%, 10%, 25%, etc.
Thanks for the idea, Golonzo! 🎯 But we firmly do NOT plan to introduce this type of item.
The slot enchanting system was deliberately designed as a more demanding and resource-intensive part of the game — adding “support orbs” would disrupt the balance and progression.
Still, thank you for your involvement — we always value player voices, even if this time the answer is a short “no.” 💬
Maszu OW: Hi! I have a suggestion regarding character development: the option to pay for transferring points between skills. Many players — including me — have changed positions during their career, sometimes multiple times. Unfortunately, some previously trained Skill Points become useless, which affects both effectiveness and satisfaction.
That’s why being able to transfer Skill Points for a fee, e.g. through support and customized adjustments, would be a great solution — especially for more advanced players.
Thanks for the thoughtful suggestion, Maszu! 💡 The topic of transferring Skill Points has indeed come up several times, and we’ve also discussed it internally. On one hand, it would be very useful for players wanting to change position or playstyle, but on the other, it could open the door to potential abuse (e.g. creating accounts focused on certain skills for later transfer).
Unfortunately, at this moment, we don’t see a safe way to implement this feature without risking game balance.
That said, we’ve got this topic on our radar — if we ever find the right model, we’ll come back to it! 🙌
ADMINISTRATION QUESTIONS + CONTEST!
What new mechanics would you like to see in FootballTeam?
What extra contests would you like us to organize?
Which of the recent changes in the game did you enjoy the most? From all the comments, we’ll pick the most positive and inspiring one, and its author will receive 10,000 Credits from us! Remember – it’s not just about the number of reactions, but above all about a positive attitude and a cool explanation for your answer.
SUMMARY
What we’re building together is more than just a game – it’s a whole football world! ⚽ Your suggestions and feedback motivate us to keep raising the bar and delivering even better experiences. 💡✨
Get ready for more surprises – soon we’ll reveal what’s coming next to FootballTeam. 🔥
Save up your energy – the real excitement is only just beginning!
Best regards,
The FootballTeam Crew
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