Originally Posted by Wormerine
Originally Posted by ArvGuy
Start the village cleansing and again, if you leave and take a long rest then it hardly makes sense that the remaining gobbos haven't called for reinforcements. Druid grove is the same thing, obviously. Ethel would presumably also call some friends if you delay, and the spider queen should reasonably be able to gather a lot more family members too, in case you don't clear that map in one go.
So self contained dungeons with limited (or no) resting? That would require a change to entire structure of the game. Resting can't be tied to events, because what if you decide to leave and do something else? Limiting "in location" doesn't matter because there is fast traveling, and even if it didn't exist players would just have to jog outside.

One could set pre determined spots for resting, but unless you respawn enemies on resting like in Dark Souls it doesn't matter anyway, just adds "again" jog time.

Unless someone things of something brilliant, resting in games like that will always be kinda bad. The best Larian can do is encourage enjoyable pacing of long and short rests. And I personally didn't encounter any issues.
That's why I'm not suggesting they necessarily block resting outright most of the time. They obviously can disable quick travel and block the exit temporarily but that would be rather heavy handed. It should probably be done very sparingly.

But if you trigger a combat in certain areas then that should trigger a flag somewhere and if you long rest without having cleared the area then that should trigger a reinforcement event and then the area ends up being a lot harder. That way it doesn't matter if you quick travel away, because the aggro flag is set and when you do come back then there's going to be a consequence. I mean, isn't this also pretty much what any half-decent DM would do, if the party refuses to do anything without first having a long rest?