Yeah, you guys have the point. The game's problem is not the lack of ammo but the lack of pacing of camp/vendors' access. I now totally agree.
From player's perspective he receives the info he won't be able to rest too much in the given area he's going to and worst case scenario
Good Idea. And maybe some companion reaction, for example, before questioning Zorru, if player rest more than once, Lae'zel may want to leave the party for good. And if finding the Githyanki patrol takes too long, Lae'zel may want to leave as well and look for her kins alone. And Gale, if too much rest without feeding him with artifact, he may want to steal from the player or steal from the Druids. If he did steal from the player, he leaves the party, and if he steal from the druids, they turn into hostile.
Essentially all larger areas could be seperated by a larger distance this way making the druid grove a hub ( with endless storage) while the " travelling " setup would indeed limit your inventory space, sleep count, what you take away with you etc. Below it's just me talking about random stuff cause it makes non sense in BG3 whatsoever in the form i described it.
Actually, the map feels too compacted. From the shore to the Gith patrol and goblin camp, it is like 15 map in other cRPGs: the Shore the 1st map, the ruin temple the 2nd map, the druid cove the 3rd map, the passage from cove to blighted village the 4th map, the blighted village the 5th map, the goblin camp the 6th map, the goblin occupied temple 7th map, the bridge and barn 8th map, the gnoll queen's gang the 9th map, the toll house the 10th map, the inn on fire the 11th map, the gith patrol the 12th map, the auntie's wetland the 13th map, the auntie's den the 14th map, the spider cave the 15th map. But in BG3 they were zipped into one big mega map and 4-6 sub maps. And since these maps were so compacted, most of the areas only have enough room for placing some mini-bosses or bosses, not enough room for placing horde of weaker enemies and no place for some random encounters occur.
Too bad enlarge the map or separated the map means tons of reworks. It's something too late to suggest even in day 1 of the early access.
I think the "worst case scenario" you mentioned could be the best solution for both better storytelling and better resource management, if there were some tickers. For example, the tiefling vs druid scenario, once player arrived at the cove, starts count down the ticking of the tiefling vs druid clash. Make the countdown ticking set to 8(at normal difficulty, and 4 at highest difficulty), each long rest counts as 1 tick, each area changing(fast travel or not) counts as 1 tick, and after player reaches the blighted village or owlbear cave or auntie's wetland, if player head back to the druid cove without defeating all goblin bosses, it counts as 3 ticks. When the ticks run out, if the player did cleared the goblins in blighted village and gnoll queen, then the tiefling will leave the cave, if not, they will have a fight auto started against the druids.