Originally Posted by RagnarokCzD
Whats invalid about my argument then? O_o

Lets imagine it in practice, shall we?

(...)
Later i need to rest ... so i go to my mat, click on it, and i see there 300 units worth of food ... naturaly i dont really care about what will be picked, since the rest will still just lay there forewer waiting to be eaten ... so i just click to pick automaticly and rest.

I still have 260 units of food ... meaning enough for 6 more Long rests, and that only apply if i never ever again pick another foor item OR supply pack ... and we all know there is plently of both around in EA.

What does this scenario tells you?
To me its screaming unlimited Long Rests. :-/

And i really cant help the feeling that removing food requirement for Long Rest and left it as just junk items/projectiles to throw ... would have same effect, with much less effort.
What you describe is how the game has been working since the food/long rest mechanic was implemented. The biggest impact food system made is reduce amount of healing items in combat (good!) - it made little to no impact when it comes to limiting rests. Making the process of resting less tedious wouldn't have impact on current ruleset. The rules responsible for that are as follows:

1) You need 40 food for the long rest
2) Any item can be sent to stash from anywhere
3) stash can be access during long rest
4) there is no mechanical incentive or benefit to carrying food with you

Those will remain, whenever interacting with the food interface is tedious or not. If you want to fix the problem you need to adust the rules above.

Food could be made more valuable by making it more scarse - so make it more of a limited resource, rather than have it in abundace as it is now. Maybe that's what Larian is planning - they could adjust the numbers, they could make food more expensive to acquire in later acts. Really, Larian has a multitude of ways of adjusting of modifying the system - having this system be tedious to interact with brings nothing of value. You can't even argue from the point of view of "immersion", as stash itself (and camp) defies any laws of logic. If you want to advocate modifing the ruleset - by all means do, I might even support it. But opposing Quality of Life improvements just because removing tediousness of the system would make it even more transparent how poorly designed it is? Comeon.


Originally Posted by RagnarokCzD
In my vocabulary, exploit is a thing that helps you bypass, or negate a rule ... doesnt matter what rule ... doesnt matter how hard it was to find that exploit ... and it doesnt matter at all if developers leave it there on purpose for you to just mess with things around, or if they just oversighted this possibility.
You dont follow set rules > you are cheating ... or exploiting in this context, simple as that.
I have listed set of rules governing the system, but I will repeat it here:
1) You need 40 food for the long rest
2) Any item can be sent to stash from anywhere
3) stash can be accessed in the camp
4) there is no mechanical incentive or benefit to carrying food with you

It is not an exploit, unless you want to argue that at least one of the 4 rules I have listed is a bug. Poorly designed system, yes, but not an exploit.