Seen these two issues mentioned a few times;
1. The fact that players have no limits on long rests.
2. The fact that the camp position is immersion breaking and goofy.
I'm sure Larian is working on some sort of fix for this, or at the least has considered working on one. I have an idea I think might work. But it could definitely use some fine tuning and inputs from people much smarter than I am.
1. Give the camp a fixed position.
2. Make the camp discoverable to hostile NPCs. Reasons may need to be scripted i.e. goblins / beasts / bandits searching for victims.
3. After a set amount of 'peaceful' long rests have an encounter trigger when returning to camp.
4. The encounter starts with the players noticing the approach of hostile NPCs. The players then make a decision between fight and flight.
5. The camp is inaccessible until a choice is made.
Details:
-Players could be allotted 2 'peaceful' long rests between level ups.
(Meaning that as long as you level up every two long rests you never have to worry about having your camp discovered / inaccessible)
-Long rests could rollover if unused so that resting less at lower levels means you have more rests available at higher levels.
- If characters choose to fight, they must win in order to maintain the secrecy of the camp and have access to rest.
-If characters choose flight they nominate 1 member to draw the NPCs attention and lead them away from camp.
(This player would need to draw the hostile NPCs 'far enough' away before circling back, which coincidentally would mean they are removed as playable characters for 2 level ups before returning)
Outcome:
Delaying rests until absolutely necessary means a guaranteed recovery. Waiting too long between rests means players might be too weakened to survive another fight and have to temporarily sacrifice the presence of a party member. Considering party size is limited to 4 and there are currently at least 6 playable characters to choose from there's some wiggle room. Which is good. I think it means it's not too severe a penalty to introduce. Just enough to dissuade people from camping after every fight. It adds a sense of scarcity, strategy, and immersion that the camp currently lacks.