I'm not talking about rewards, like, more money or tokens. I'm talking about the game design here. When a player (manager) gives an effort, he should be rewarded. In Top Eleven the reward is "promotion", but that's not a reward at all. It brings only problems. It's like, "ok, dude, you did great the last season, so now you are going to play against stronger opponents with relatively weaker team, and that's it". It is "the game is harder now, you eat ****" type of situation while it should be "the game is harder now, here is you candy". Capisce?
When you are getting a level in a RPG, you're gaining, let's say, a skill point, your character learn new abilities, gain access to new dungeons and new set of items. These are the rewards I'm talking about.
We got nothing like this in Top Eleven, and even worse: we're loosing the relative quality (in %) of our teams. More money is not a reward at all since players with the same relative quality costs more on higher level.
Answer me: why do I want to level-up in Top Eleven? what does it give to me?
Many managers I know ask themselves the same questions, and the answer is: nothing. So they tank with ridiculous formation just to stay on the same level. I wanted to do the same this season, but I finally got a nice League with strong opponents. But I definitely am going to intentionally lose the League in the next season.
I completely understand that the roots of this problem are deep, and changes would be enormous. But, in my opinion, it is a big problem nonetheless.
So I'd like to hear an official answer: do the devs recognize this as a problem and what are they going to do about it?