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Specific Street Cred changes

norskov23

Member
Location
The Big Bank
With the introduction of the new Street Credibility system over the past few weeks i've had the pleasure of grinding it out quite a significant amount. With things settling down and managing to create patterns in the new system, I would like to bring forth some suggestions that i think would improve the system, having reached a fairly high street cred level and gathering some experience and knowledge therefrom on my character.

  • Street Credibility: Prison
When a character is sent to prison, their street credibility is lowered. I believe that this should be changed so that the street credibility is either unaffected or increased a small amount.​
Though i haven't been in prison in real life, it is my assumption that your "street credibility" isn't decreased by the fact you went to prison. People in the environment won't sit and think "this guy went to prison, he's not gangster". Additionally, i think that people doing street credibility might alter their roleplay knowing that going to prison would make them lose say, up to one level of street credibility, adopting a "win mentality", where they refuse to go to prison because it will have an effect on their experience levels in Street Credibility.​
  • Bagging at cutting tables (QoL change)
This is, in my opinion, fairly straight forward. When a person with street credibility bags up cocaine or crack cocaine at a cutting table their street credibility is lowered. With majority of the drug manufacturing, street credibility is lowered when your chemistry is raised, and i think this is totally fair because it makes it so people cannot take on both roles of being both the supply and the demand. However, I don't think bagging drugs should alter your street credibility, as this is largely an issue in regards to QoL and timesaving, due to the fact that people with street credibility now have to bag drugs by hand, when not long ago people would be able to bag drugs at cutting tables to then go out and sell it. Additionally, putting drugs into a plastic bag shouldn't necessarily be something that takes skills in terms of chemistry, so i think it should be unrelated to Street cred and chemistry.​
  • Street Credibility for Gus runs
This one is a bit more subjective and i'd completely understand if people disagree with this, but I think people doing Gus runs should get a small amount of Street Credibility for unlocking the Gus packs. Gus packs are largely a benefit for the chemists of the group you are in, and I think that it would make sense if people with Street Cred saw value in going to the island.​
  • Failing to sell drugs lowers street credibility
While i understand that some people might think this is fair, I would respectfully disagree. The fact that there is a one-to-one ratio of experience gained and lost when succesfully selling and failing to sell is not fair in my opinion. Yes, while selling at hotzones, majority of the time you will succesfully sell the product, so it's not that big of a deal, but i still don't think it makes sense in roleplay.​
Couple of suggestions i think would improve the system and make it more fun. With all this being said i am very happy about the new system and i look forward to the new content that may come with it in the near future.
 
Prison cred - Yes
Baggin - Yes
Gus cred - No
Failing to sell drugs - No

I think street cred with the recent changes is quite acomplishable to reach 100 now, obviously its not an instant thing but i do reckon with the new ways you can get XP from it makes it more worth while the only thing i would suggest would maybe get a small extra amount of cred from selling at hotzones maybe ? but besides that i reckon leveling now is at a decent spot, considering i am not prioritizing selling and i got to lvl 3 solely on doing one single activity imo makes it fine, as for the gus i think it needs some tweaks but not credibility wise imo.
 
I agree with the points you've made. I also wanted to get opinions on another change; street cred inceeases bouns from selling drugs. Currently you get a large bouns from selling in hotzones bur in my mind this don't make sense realsim wise surely you as you gain more cred you should gain bouns as you become more recognised and trusted. (just wanted to throw this in here rather than making whole thread as its more efficent :) )

+1
 
Hi there, I really enjoy reading this kind of topic. Since I was the one who came up with the idea of street cred, my opinion will be 100% biased. However, I will use this opportunity to explain why I did it that way. Feel free to disagree, and by all means, let's find something together that works best.
Let me just start with a small reminder of my intentions. Street Cred should not be seen as a skill but instead as how the city sees you. I wanted it to be something you guys could see going up and down, so the best place for it was under skills. This also means that certain actions will increase or decrease your "reputation." Being seen and being active without failing should build up the image of you being a "badass." This, obviously, brings some benefits (which I won’t go into now). People will "react" to you in different ways.

Remember, this is how the city sees you.

- Keep in mind, though, the system is still in its baby stages. This is something that can be tied into a lot of activities in the future -


Believe it or not, I was torn on this one too: Street Credibility: Prison.
There were many iterations of this concept, and a lot of arguments were made, but I ended up going with this approach because of the current prison system. The idea behind Street Cred going down is the fact that you are locked up, and by being locked up, you are not in the streets making moves, robbing shops, or doing illegal stuff.

You're off the streets, out of sight, and therefore, out of relevance.

While this is a hard approach, it was the best balance I could find. Ideally, I would have liked it to only lower when you clean tables, wash dishes, or even search garbage bags - but that could easily be bypassed by logging out OR make prison an even less enjoyable place to spend time in. Due to the current prison system, I thought lowering it upon being sent to prison was the best solution while staying faithful to the concept.


Bagging at cutting tables (QoL change)
Something I can 100% look at - no promises but I do see the point


Street Credibility for Gus runs
I don’t see why people should see you as "better" just for collecting a package you asked for and paid for. This is supposed to be a hidden, out-of-sight activity, so the perception of your image shouldn’t really be affected.

Failing to sell drugs lowers street credibility
Without going too deep into it, selling drugs is the only activity you can do without a cooldown and, therefore, the only one that can really be "farmed." This means it should be the hardest and least efficient option. It’s also the one you can keep doing at any time without other kinds of requirements (you probably know what I’m referring to here).

This
one-to-one ratio of experience gained and lost
Is not correct. I dont want to go into the numbers but those are not correct.

If you are smart, you can actually level it up selling drugs only.
I agree with the points you've made. I also wanted to get opinions on another change; street cred inceeases bouns from selling drugs. Currently you get a large bouns from selling in hotzones bur in my mind this don't make sense realsim wise surely you as you gain more cred you should gain bouns as you become more recognised and trusted. (just wanted to throw this in here rather than making whole thread as its more efficent :) )

+1
I dont know how deep your knowledge of the current system is, but I do think (if I understand you correctly) you should explore the system a bit more.
Large bonus on hotzones not making sense realsim wise
if a demand exists and a lot of people want the same thing, for sure they will pay more, no?

gain more cred you should gain bouns as you become more recognised and trusted
Surely that makes sense 🤷‍♂️
 
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