boxman80 964 Posted May 17, 2013 input (1x wooden arrow + 1xgrenade)Output (explosive tipped arrows)Tools (toolbox (maybe have a dedicated “small tools” tool kit ?)FailChance 0.03Enchantments = naActionType = explosive tipped arrows – ala Rambo! Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) input (10x scrap metal + 2x wire + 1 steel bolt + 1 lock)Output (small safe)Tools (toolbox + blow torch + gas bottle?)FailChance 0.06Enchantments = 1x small weapon (pistol) slot + 8x itemsActionType = movable safe (needs to be packed like a tent, but can be placed in side buildings and on concrete. Cannot be opened by anyone other than the player who placed it. Can be destroyed only by 5x c4) Edited May 17, 2013 by Box 7 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) input (20 x scrap metal + 2 steel bolt + 4x wire + 1x lock)Output (medium safe)Tools (toolbox + blow torch + 2x gas bottle)FailChance 0.07Enchantments = 5x weapons slots + 16x itemsActionType = movable safe (needs to be packed like a tent – takes longer to pack than smaller safe and player is vulnerable. Can be placed inside buildings cannot be opened by anyone other than the player cannot be easily destroyed – 6x c4) Edited May 17, 2013 by Box 5 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) input (30 x scrap metal + 6x wire + 3 steel bolts + 1 lock)Output (large safe)Tools (toolbox + blow torch + 3x gas bottles)FailChance 0.07Enchantments = 10x weapons slots + 16x itemsActionType = movable safe (needs to be packed like a tent – takes longer to pack than smaller safe and player is vulnerable. Can be placed inside buildings. Cannot be opened by anyone than the peson who placed it can be destroyed with 8xc4) Edited May 17, 2013 by Box 4 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) input (5x sandbag packs + 2x wood + 1x scrap metal)Output (small bunker)Tools (toolbox, shovel/entrenching tool)FailChance 0.02Enchantments = naActionType = un-movable small bunkerPretty much could do the same for most of the Warefare buildings in the editor. Edited May 17, 2013 by Box 3 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 input (1x rope + 2x scrap metal l)Output (grapling hook)Tools (toolbox)FailChance 0.01Enchantments = naActionType = climb high walls or onto unaccessable buildings 6 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) input (2x scrap wood + 1x pack of nails + 1x rope)Output (small crate)Tools (toolbox, hammer?)FailChance 0.01Enchantments = better storage of weapons effectively giving more slots in tents/vehicles at a cost of taking more time to packActionType = movable small crate that can hold various items be packed into vehicles/tents and stored taking up just 3 slots per crate. Could hold 2x weapons + 8x items Edited May 17, 2013 by Box 5 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 nput (10x scrap wood + 5x pack of nails + 5x rope + 1xcamo netting)Output (watch tower bunker)Tools (toolbox, staplegun)FailChance 0.03Enchantments = better cover and observationActionType = unmovable watch tower bunker for base building Share this post Link to post Share on other sites
leviski 2152 Posted May 17, 2013 (edited) Input (Wood pile+some type of string)Output (Fishing pole)Tools (N/A)FailChance 0.00Enchantments = Allows you to Catch fishActionType = Fish for Food Fish Restore around 600+ (maybe bait could be implemented) Edited May 17, 2013 by leviski 9 Share this post Link to post Share on other sites
dgeesio 1034 Posted May 17, 2013 (edited) input - wood,metal, brass lockOutput- metal box lockableTools - pickaxe , tool box, blow torchFailChance - lowEnchantments - lockable metal box which cant be opened or very low chance of opening (maybe bring lock picking into game ) picks could be found which are needed to try and pick the locks.ActionType - first player must dig a whole which could be marked on his map for co ordinates. once hole dug weapons and all in ventory could be put in it and then locked . then a animation of filling the hole with spade and soil. giving a great place to store items. this is better than tent as cant be seen.detection or how to find box maybe add a rare metal detector :)input - empty jack daniels , petrol , plastic tubing , matches, old cloth ,output - molitov cocktailtools - nonefailchance - lowEnhancements - molitov cocktail great for big crowds of zombies , or a deadly hit to a person persons.action type / animation - player finds jack daniels bottle first , then needs plastic tubing to syphon petrol from a car or vehicle or any petrol source . then places rag or cloth in bottle which is then lit needing matches or lighter . maybe a ten to fifthteen second delay then a throw action .alot of work but would be realistic in what people would use from everyday items. Edited May 17, 2013 by dgeesio 1 Share this post Link to post Share on other sites
sobieski12 835 Posted May 17, 2013 input (2x wire + 1 grenade + 1 wood)Output (tripwire explosive)Tools (toolbox + explosive blueprint)FailChance 0.04Enchantments = naActionType = explosive booby trap.Could they bring the ARMA III personal mines to DayZ?* I'd love if they can bring both the bouncing betty and the trip wire mine. Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) How about having to craft tool boxes first?Input (1x hammer + 1x screwdriver + 1x wrench + 1x spanner, 1x crowbar, 1x pliers 1x cutters, 1 saw, 1x metal box)Output (a single tool box)Tools (na)FailChance 0.00Enchantments = ability to carry all tools in one slot + ability to craft other itemsActionType = leads to other crafting more easily Edited May 17, 2013 by Box 9 Share this post Link to post Share on other sites
Crazy one 124 Posted May 17, 2013 (edited) Input (4 x scrap metal + 1 car wheel)Output (wheelbarrow)Tools (Toolbox + wheelbarrow blueprint)Failchance 0Enhancements = Ability to carry several large items at once,eg:Engine parts (negatives can't equip any weapon while in use)Promotes teamwork 1 person to use it(hence no weapon usage) and others to guard him.Action type = Extra inventory space Edited May 17, 2013 by Crazy one 15 Share this post Link to post Share on other sites
ravey 24 Posted May 17, 2013 Input - 3 x Ghille Suit, TentOutput - Ghille TentTools - Sewing KitFailChance - 0Enchantments - Extremely Hard to spot from land and air vehicles.Action Type - Hidden Storage 12 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) Input (5x steel poles + 1 civilian clothing + 1x clothing dye)Output (flag)Tools (toolkit + sewing kit)FailChance 0.01Enchantments = ability to define a teams base/area/territoryActionType = serves as a warning or to define areas of activity Edited May 17, 2013 by Box 5 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) Input (1x M1014/ 870 / Double barrel)Output (sawn off shotgun)Tools (saw or toolkit - see toolkit post )FailChance 0.01Enchantments = a gun that can take up 5 slots instead of 10 and can be used as a secondary slot at a cost of range. ammo needs to be converted to secondary slots too.ActionType = short range killer alternative to pistols Edited May 17, 2013 by Box 13 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) Input (1x civilian clothing + clothing dye)Output (faction armband to define faction/clan/group affiliation)Tools (sewing kit)FailChance 0.00Enchantments = ability to spot friendlies in-game and during firefights a bit easierActionType = helps identifying allies Edited May 17, 2013 by Box 9 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 Input (1 standard weapon + 1x spaycans + 1x camo clothing)Output (camo/ghilli weapon)Tools (sewing kit)FailChance 0.01Enchantments = cooler looking weapon thats a harder to spot in woodland when sniping/ambushingActionType = helps conceal weapons 5 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) Input ( 1x toxin (?) + 3x arrow + 1x scrap clothing + 1 string)Output (3 x stun arrows)Tools (hunting knife)FailChance 0.01Enchantments = ability to knock players unconcious with crossbow or long bowActionType = rob, stun or supress players without need to kill Edited May 17, 2013 by Box 3 Share this post Link to post Share on other sites
Crazy one 124 Posted May 17, 2013 Input (engine parts+jerrycan+1x scrap metal)Output (Chainsaw)Tools (Toolbox, chainsaw blueprint)Failchance 0Enhancements = Able to cut trees down/deerstands to make barricades or base building and or (close quarters weapon)Action Type = Building or killing 12 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 Input (engine parts+jerrycan+1x scrap metal)Output (Chainsaw)Tools (Toolbox, chainsaw blueprint)Failchance 0Enhancements = Able to cut trees down/deerstands to make barricades or base building and or (close quarters weapon)Action Type = Building or killingkind of like the idea but the fail chance should be higher. I'd say it might be better just to have a chainsaw in the game as a lootable item to help with crafting and acquiring wood. Share this post Link to post Share on other sites
hogscraper 328 Posted May 17, 2013 Input:Any food or drink item + Harvested plant materialOutput: various medicines-poisonsTools: Knife, mortar and pestel(sp?),remains in original food/drink item containerFail Chance:variableEnchantments: various results-plus blood- antibiotics - possible harmful effects(render victim unconscious, poisoned, death)Action Type:Recipe 2 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 (edited) Input (1x wood + 1 jerry can + 1x scrap cloth)Output (flaming torch)Tools (n/a)Failchance 0Enhancements = able to illuminate areas of the map for longer periods than flares (make flares a bit less common too maybe?)Action Type = used to either hold or to place on areas of the map Edited May 18, 2013 by Box 2 Share this post Link to post Share on other sites
boxman80 964 Posted May 17, 2013 Input:Any food or drink item + Harvested plant materialOutput: various medicines-poisonsTools: Knife, mortar and pestel(sp?),remains in original food/drink item containerFail Chance:variableEnchantments: various results-plus blood- antibiotics - possible harmful effects(render victim unconscious, poisoned, death)Action Type:RecipeThis could have its own medical sub-crafting system really. You could have the mortar and pedestal with a selection of different chemicals and herbal loot that could be combined to create various different medicines and poisons with the help of a chemists manual or something. Good idea. 4 Share this post Link to post Share on other sites
Fraggle (DayZ) 15720 Posted May 17, 2013 (edited) Trizzo, Razor asked for every suggestion to be kept to a separate post, that is what Box is doing, please keep the thread neat and tidy, either make a suggestion for the crafting or move on. If Box wants to make multiple suggestions then he is entitled to do so, it's for the devs to judge their quality, not you.Just post suggestions in the format Razor has asked for, don't make his life any harder by making him have to sift through pointless discussions. Edited May 17, 2013 by Fraggle 2 Share this post Link to post Share on other sites