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.
This doesn't bother me at all. I'm happy to just head canon that the Netherese teleporters actually only work to jump from one portal to another, and that when I camp my party are actually walking to a safe space they've scouted out in the local area. As a result, I think of it as "cheating" if I rest or teleport without there being a clear path to a safe space or the nearest teleporter, but I don't need the game to enforce this, show me walking to camp or the nearest portal or, worst of all, force me to actually walk my party there. I'm happy for scenes in which nothing exciting happens to be cut!
Yes, these things concern me as well. If it is just a bunch of theme parks with teleport stations at each one, that will really detract from the sense of scale and immersion. Also, I just find it silly that this group of civilized people is purposely spending all this time just camping in the mud every night, and never going back to a town/inn for some comfort, trading, entertainment, better food/drink, R&R, etc. It just seems so silly to me that this group is just roaming around and setting up camps all over the place and never saying, "hey, lets hit the Inn tonight." But even more silly that there are no towns or Inns to even go to!!
Well, there would be an inn if the goblins hadn't set it on fire! I actually don't find it odd
so far that we're camping in the wild. We've crashed in an isolated area overrun by gnolls and goblins and it's going to take us a while to find our way back to civilisation. I'm hoping that this will make the pay-off feel even greater when we do.
I do want to see resting handled differently in towns, e.g. needing to agree a price with a local innkeeper to stay there, and having a "camp" that looks like an inn suite whenever we rest in that town, with perhaps some different cutscenes we'll get when staying in an inn as opposed to camping in the wild, but I don't think this needs Larian to radically rethink their approach to resting, just use the mechanism they've already got in a clever way. Hopefully that's what they're doing!