For those unaware I was removed from development for reasons I don’t particularly agree with, but I’m not going into it here.
My intent for bows/crossbows was always that they would be inferior to guns in terms of DPS and accuracy (because realism) but that they would still be usable, especially in a stealth/longterm survival role. Compared to guns bows and crossbows are vastly quieter, and high quality models with the right fittings can be functionally silent. The main issue in this case is that bows (especially modern models with expanding broadheads) SHOULD be more than capable of doing raw single-shot damage comparable or greater than smaller rifle rounds. For reference, within the hunting fandom high-poundage bows are acceptable for hunting pretty much anything, meaning they’re trusted to reliably kill things like elephants and rhinos nearly instantly with a clean shot. Something like 5.56mm rifle rounds are for deer and nothing too much bigger, depending on the gun and specific cartridge in use.
Quite frankly, the game isn’t set up in such a way that realistic guns and bows can be properly modeled. Arrows and bullets work in different ways, and kill in different ways. The fact that the main enemy is a zombie which doesn’t work exactly like a human being makes that even worse, and things like the stamina and strain from firing a bow, or the wild inaccuracy of an unskilled archer aren’t there to make bows more reasonable.
I’ll happily say that an M4 is an all-around superior killing machine to pretty much any bow or crossbow in the real world, but killing ability is not the only concern when it comes to C:DDA. Rifles are loud, take a lot of maintenance, and require difficult-to-produce bullets and parts to continue working. Comparatively, simple arrows can literally be made with a stick and a rock by a fairly unskilled craftsman, and will still ‘work’ on a high-quality bow, while a rifle without its specific type of ammunition, springs, and oil is essentially a club. Without the proper supply lines that modern militaries enjoy, the bow becomes far more viable in the long term to a survivor. Even more so if things like gun maintenance, barrel degradation, and archery muscle strain were properly modeled.
That all said, part of the reason I had such a difficult time with my work on archery ingame was that current standards for things like strength, crafting difficulty, dispersion, range, and starting stats are basically arbitrary and have varying impact from game mechanic to game mechanic. Expectations being what they are from other devs and the players, it’s really not possible to properly balance archery around realism, so the only other choice is a degree of gaminess, which isn’t allowed.
Edit: In terms of bows vs crossbows the simple fact is that they do pretty much the same thing in the same way. A lot of European medieval crossbows were largely inferior because they made use of low-quality spring steel for the limbs, which actually makes a terrible spring compared to wood. This made them small and durable, but vastly less efficient than a normal bow. Medieval materials, techniques, and practices made bows vastly superior because they were easier to make at a higher quality, while modern crossbows are essentially a vastly more powerful bow that is more accurate and requires no energy to hold ready. On top of that there are a number of relatively simple mechanisms that can be constructed to reload them rapidly, compared to the slow medieval windlasses.
The only real difference between the two is that bows use a smaller poundage over a long draw, while crossbows use a high poundage and short draw with mechanical advantage. There are kits available to basically turn a bow into a crossbow, and nothing is stopping anyone from using a crossbow as a bow. At the end of the day the functional differences are minute and given that both can really be made in any poundage, it can’t be said whether one or the other is superior.
Also, I’ve felt for a long time that melee damage doesn’t scale with strength as it should, and that should probably be fixed. That would allow for more realistic higher-poundage bows without it conflicting with current balance.