I rested as little as possible for fear of becoming a Mind Flayer. I am assuming this will have some hard rest number in the future. Seems like incentive enough to me. Some areas did not have a save. Some you could not rest but it was very few and far between. Had a problem with a game save bug. Had a problem with not recovering my spell slots after a rest glitch. Had to rest twice. Hated that for fear of becoming a Mind Flayer.

I don't have a problem with the fast travel, except maybe if I just killed the boss, but left the minions alive. Then, I can understand limits to fast travel, unless I for instance: used a Dimension Door spell slot. I just don't want to have to spend an absurd number of hours to go and sell goods at town because it breaks someones RPG experience. "It's mind over matter. I don't mind and they don't matter." No offense. Let's just assume the going and selling goods was done during the game down time. Dnd does have allowances for down time activities. (I wonder if they will implement crafting time and xp cost in the game.)

However, I do agree about the whole rest thing after they fix the bugs, but not before.

I like the idea of being able to be attacked at camp without casting a spell like "Tiny Hut." This has always been a thing in Dnd games. The problem is that if they implement this players can farm mobs that attack their rest. If they allow me to do this I can and will do so, until I can buy the entire town, or farm up to level 20 xp if they don't provide drops. (What can I say? My RPGs are always industrialist.) This can absolutely be exploited. You have to figure that is one of the main reasons that games like Pillars of Eternity and DOS2 moved away from the camp spawns. They wanted to make the items more finite. Because you can always beat the big bad boss with the best gear, etc.

Not sure if there is a logical way to fix this. I understand the concerns and agree to a point but I also understand some of the reasons they made changes to turn based RPGs.