Originally Posted by Wormerine
Somewhat. There is Druid Grove and Myconid Colony, both with quest givers and traders. Without Temples and Inns, I am not sure how Larian could recreate a feeling of save heaven in BG3. We can teleport from anywhere to any fast travel point, so it doesn't really feel like we are venturing anywhere. Resting anywhere will teleport us to pocket demention camp/mini-camp, so resting while on the road isn't any different than in town.
It would be nice if there were un-restable areas or zones, and if the areas or zones in which we were allowed to rest in clearly had a route to camp. This way it would feel less like a pocket-dimension and more like a safe camp fast travel, and there will be areas from which one cannot travel to camp (like dungeons). It would also encourage preparation before entering certain areas. Also, I think instead of being pocket dimensions, the camps should be implied as being somewhere near safe areas. In Act 1, it would make sense for the camp to be somewhere in the vicinity of Druid Grove (not inside it though), given the denizens of Druid Grove all come to party at your camp, or the members of the Goblins party at your camp after destroying the Grove.

To add, I would appreciate more limits on teleporation fast travel and a greater encouragement in exploring areas for exits or transitional zones. Do not like the theme park effect still. Do not like the theme park effect with an additional "teleport wherever you want and it's actual teleportation not fast travel."

Further, the "implication" of the camp within the world can be handled by a path that you can travel down and then take you into camp, or it can be handled by a brief piece of dialogue from your character about where the camp actually is, or it can be handled by a text box that just says where the camp is in the world.

Last edited by Zerubbabel; 06/01/23 12:58 AM.

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