Although MFL players are generated with a set of attribute ratings, they are able to improve, and these scores can increase over time. As you may have noticed in Aging, players can even cross over to higher rarity tiers as their OVERALL rating increases.
As a reminder, players all possess a hidden attribute named POTENTIAL which represents the maximum OVERALL rating that a player can ever reach.
Improving attribute ratings becomes gradually more difficult: the greater a player's attribute rating, the longer it takes to increase it by one increment. Players can improve by participating in matches and training. Many elements will dictate the rate at which players progress. However, player development is neither linear nor predictable. A player could have identical performances on back-to-back nights, yet see more significant progress after one game than after the other. Similarly, conducting the same training session with the same players on separate occasions may produce different results.
Conditioning prepares players to train and compete more efficiently. Players with high Morale, Energy, and Match Fitness will be more receptive to training and will be sharper come match day, increasing their chances of improving at a faster rate.
Do everything you can to keep your players sharp both physically and mentally! Conditioning levels affect both the players' performance on the pitch and their progression.
Players will, of course, gain experience through playing in competitions and by racking up minutes on the pitch. But playing time isn't the only variable to consider when it comes to player development.
Although victories grant a greater boost to player progression, there is also a lot to be learned in defeat. Individual performances will influence development as players will be assigned a match rating. Metrics, and their importance toward the match rating, will differ based on player position. For example, goalkeepers will want to keep a clean sheet and make saves, while strikers will be evaluated on their goals scored or chances created.
Players may not be evaluated individually in the initial version of the game. This feature will likely be added at a later stage.
Progression will also be affected by a player's teammates and opposition. Playing alongside and against better players will often prove beneficial. Sharing the gym with more talented players may also boost development: these dynamics apply to both matches and training.
There is, however, a significant distinction between holding your own among more talented players and getting completely outclassed. Lining your players up with far superior—or much worse—players will not be nearly as advantageous.
Because of the above, higher divisions will tend to be better environments for player progression, but that isn't an inherent trait. This feature should deter clubs from lining up top players in lower divisions, since it would greatly impede their progress.
Finally, seasoned veterans will be able to somewhat mentor other players on the team. A player's progression rate will be positively impacted by having such experienced players around. Older teammates with a lot of matches under their belt typically make great mentors.
Player development, training, and aging may be deactivated in the very early stages of the game. We may decide to focus on ironing things out and fixing bugs before any modifications are applied to assets, thus affecting the game's economy.