This is not another thread about how or why SE should raise the level cap. Rather, its a suggestion for a pseudo-level cap raise that would have no effects whatsoever on game mechanics.
Problem: The information that the search function gives us - job, support job, rank, race, nation and level - is not nearly enough to make an informed guess as to a player's true strength on a job. Rank 10 doesn't mean much anymore, if it ever meant anything, search comments can lie, and level 75 means nothing.
Picking someone for a merit party among several apparently equally qualified strangers who are looking for party is basically a lottery. There are many highly skilled and well equipped players who don't put their gear and merits into their search comments because they don't want to brag, and there isn't enough space for a full list anyway.
Linkshells, too, only have limited means to verify claims made by applicants. They can ask to be shown the gear, but they can't tell ahead of time whether applicants truly have the skill and experience with their job(s) they claim they have.
Here's my idea:
Introduce an evaluation system that allows players to have their total power/skill in any given 75 job evaluated. This is then translated into an equivalent job level 75 or higher and displayed as the character's level in all searches.
These pseudo > 75 levels do not have any effect on game mechanics; exp / limit points awarded, latent effects, etc. are still be based on the true level 75. The pseudo > 75 levels exist purely to give players more information about each other. Merit party leaders can then pick the level 80 RDM over the level 76 RDM, or the level 82 WAR over the level 75 WAR, or an endgame linkshell can decide not to recruit anyone below level 80.
Implementation: create an evaluation NPC that transports you to an instanced battlefield in which you are given various tasks relevant to your job to complete. You cannot use food or medicines inside this battlefield. Examples:
Red mages could be asked to stay alive as long as possible while under attack from a succession of enemies that get increasingly more resistant to enfeebles.
White mages would be required to keep one or several tank NPCs that are under attack alive as long as possible, while not getting killed themselves. High scores would require more than just cure spamming, but detailed attention to negative status effects, MP conservation skills and enmity management.
DDs could be asked to deal as much damage as they can against enemies of increasing defense, evasion or both, but not get killed by grabbing too much hate from a provided tank NPC party.
The tests end when you die or have exceeded a fixed time limit.
Basically, think of this as a Genkai 6 where you don't win or lose, but rather receive a grade for your performance.
If an equipment item was used in the evaluation process, it is flagged as such on the server. This requires the addition of 1 byte for each entry in the list of items in the character's possession. Whenever a char sells, trades away or drops gear, the server checks whether the gear was used for evaluation for a job, and if yes, invalidates the job's > 75 level status and resets it to 75. This requires only a trivial bit of programming and is computationally cheap.
The evaluation battlefield can be re-entered once per week for each job. If you get a higher level, it overwrites your existing level; if you get a lower level, your higher level stays.
For additional e-peen value, the evaluation quest can award titles for extremely good performance.
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