PC How are you supposed to level up crafting at a reasonable pace?

In game, they're not all out better.  The bow has a better rate of fire.  The problem is, that the rate of fire is still so low (and fairly realistically so) that it's not really useful against large masses of zombies.  Neither is really a usable end-game weapon outside of stealth and exploding arrows/bolts.  You're certainly not going to have a good time trying to clear Infested Navezgane County Jail with a bow or crossbow and steel arrows/bolts.
Traders often offer stacks of exploding arrows/bolts as rewards.  I keep those handy for 'Oh S--T' moments in infestations (we're talking large masses of zombies) which I am normally able to sneak quite successfully (not counting the jails... just.. not).  So much fun!!  Anyway, I don't play over Nomad difficulty because I'm totally not masochistic (thankfully not male, either), but, if you build your horde base to make the most use of throwables and such, they are a blast to use and VERY effective.  Just saying...

However, if you're already in the Agility line doing bow/stealth, buy the first SMG you find.  Once you actually find/buy one, then put some points into pistols to make best use of it but keep from mucking up your bow magazine drop rate too soon. The SMG is totally a great use for all the 9mm ammo you're finding and putting away and, properly modded, will do some awesome damage.  That means you still have the fun of doing sneak/bows, and you also have something that will save your bacon when things inevitably go sideways.

 
Traders often offer stacks of exploding arrows/bolts as rewards.  I keep those handy for 'Oh S--T' moments in infestations (we're talking large masses of zombies) which I am normally able to sneak quite successfully (not counting the jails... just.. not).  So much fun!!  Anyway, I don't play over Nomad difficulty because I'm totally not masochistic (thankfully not male, either), but, if you build your horde base to make the most use of throwables and such, they are a blast to use and VERY effective.  Just saying...

However, if you're already in the Agility line doing bow/stealth, buy the first SMG you find.  Once you actually find/buy one, then put some points into pistols to make best use of it but keep from mucking up your bow magazine drop rate too soon. The SMG is totally a great use for all the 9mm ammo you're finding and putting away and, properly modded, will do some awesome damage.  That means you still have the fun of doing sneak/bows, and you also have something that will save your bacon when things inevitably go sideways.
Yeah, I did the whole bows/SMG thing a couple worlds ago.  Not the exploding arrows (I rarely use explosives or molotovs) but it's something I should probably try some time.

 
Anyhow, in terms of gameplay, unless crossbows are considered to be a higher tier bow instead of a separate weapon type, I don't think they should be all out better even if they realistically are.  Each should have some benefits or there is no reason to have bows at all.


They might be because you learn crafting compound bows before crafting compound crossbows (AFAIK)

 
I've found progression to have more to do with HOW you play it. If you spec into the perks for stuff and target book cases, magazine/newspaper stands/machines, mailboxes, workstations, and the magazines the traders will sell you, you can progress exceedingly fast. If you aren't near a town or especially a city, progression can slow to a snail's pace.

The system is a work in progress. We all know that. It's basically where the loot system was when they first implemented the lootstage. I will absolutely acknowledge that as unhappy as I was about how that initial stage was, they have absolutely kept their word that it was only the foundation level. If they progress this system in a similar manner, it can work out. I still think that there should be an xp factor to it, a mix of learn by reading and learn by doing. That's just me though. It would give the player more control over how they focus on progressing their character.

Also, by learn by doing I think it should be a mix of stuff, not just crafting. Crafting would gain xp till a certain point is reached. Repairing would do similar, but to keep it fair and so that people don't do slight damage and a quick repair repeatedly, it's on the total repaired amount rather than the number of repairs. Maybe throw in another factor like the use of the item or tool to gain another set of xp. Meet these requirements and maybe gain that next level instead of having to find magazines. A way of balancing learn by doing. I'm not outright against learn by reading but the system does make progression almost entirely dependent on your proximity to a city.

 
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