Add basic weapons/items to trainers

Add basic weapons/items to trainers
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Add the basic weapons/items you get as a new character onto the novice profession trainers.
Justification
Gives easier access to starter weapons if you decide to change profession at a later date.
Motivation
The only time it comes as a problem is if someone thinks they will never do combat or a specific profession so they delete their starting items. It's harder to get starting weapons because no one really makes them or cares to stock them so it would help with starting out levelling these professions.
It doesn’t really change much but you know when a new character starts and gets basic weapons, crafting kit and musical instrument… just as a weird idea thing, move those items to the trainers instead? So you have to go to the specific trainer to get your basic item? For free or up to 1k?.
Which also means if you decided to delete your items at the start as you didn’t want to use space or think you’d ever go entertainer or melee for example, you didn’t have to spend loads on an amazing weapon you could just use the basic item… now that I type it it’s not like you can go through legacy again to get those better weapons..
So a novice basic profession trainer could offer a CL1 weapon as a dialog option.
 
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A novice artisan can make a CDEF pistol, carb, and rifle to be CL1, they can also make a survival knife. What's missing is the axe and wood staff. Just add those two. Novice entertainers can make a slitherhorn.
 
A novice artisan can make a CDEF pistol, carb, and rifle to be CL1, they can also make a survival knife. What's missing is the axe and wood staff. Just add those two. Novice entertainers can make a slitherhorn.
unless something changed with basic weapon cores and i didnt notice cuz i pretty much never make them lowest crafted weapon CL is 6
 
I am totally wrong o_O
Artisan does not get any weapon schems. WS get them. I was going off Kodan's Calc from the the game files. And memories of pre-CU.

So maybe I am saying, now, that artisan should get schems for CL1, starting weapons.
 
That means someone needs to make them anyway, but either way having them on the NPC is quick and easy for anyone to grab should they want to start novice. You get given them as you start the game, why not just grab them from the respective trainer.
 
I feel like perhaps a better route to take than changing the functionality of existing npcs to make them do two things, make an NPC Vendor whose sole purpose is to sell starter gear, plop them near the crafting stations JUST outside Mos Eisley Starport with the prices of the items set to something a fresh character could easily achieve.
 
I am totally wrong o_O
Artisan does not get any weapon schems. WS get them. I was going off Kodan's Calc from the the game files. And memories of pre-CU.

So maybe I am saying, now, that artisan should get schems for CL1, starting weapons.
that still requires people to actually make them, which even CL6 weapons are rare, only SENA and Phil do it, really.

I think this is a really good idea. For a real example only last week, I dropped my ent to get some combat skills and almost gave up cus I was level capped i.e I was level 4 and couldn't equip weapons to get other weapon XP so I had to level in other areas just to boost my combat level up a bit to even equip other weapons. This sounds like a good QoL improvement.

I feel they should cost something like 5k though and not be free .. I think having stock is a bit OTT but a potential option as well, that maybe scales with city size or something so it plays in to the meta of levelling up a city - the higher level the city the more stock the vendors have.
 
that still requires people to actually make them, which even CL6 weapons are rare, only SENA and Phil do it, really.

I think this is a really good idea. For a real example only last week, I dropped my ent to get some combat skills and almost gave up cus I was level capped i.e I was level 4 and couldn't equip weapons to get other weapon XP so I had to level in other areas just to boost my combat level up a bit to even equip other weapons. This sounds like a good QoL improvement.

I feel they should cost something like 5k though and not be free .. I think having stock is a bit OTT but a potential option as well, that maybe scales with city size or something so it plays in to the meta of levelling up a city - the higher level the city the more stock the vendors have.

5k is a lot for a new player, especially if they are trying to figure out which tree they want to go down. I would instead suggest flagging the starting weapons as no-trade and giving them away from the sharpshooter trainer (same with novice entertainer and artisan items.) It's not beyond the ability to also detect whether they already have the item and not give them another one if they do.
 
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