Originally Posted by Wormerine
Even if "sent to camp" was entirely removed, the underlying problem still wouldn't be addressed or even masked … snip … I will keep ccontesting easily disprovable facts, like calling game's intended ruleset an exploit. I do get what you are saying though - stash trivializes the food system. But as usual I see it as a failure of the game, while you blame players for not coming up with workarounds.

Sorry folks, I’m getting confused now. What is the underlying problem or failure here? Are we now talking about issues with camping and resting as opposed to QoL features? In that case, can we move further detailed discussion to the camping and resting megathread?

Personally I don’t have any issue with Send to Camp, and find it occasionally useful to save me having to revisit camp to drop stuff off. I recognise what Wolfheart says about not being able to right click on items not in containers and send them directly to camp, and can see why some folk might want to be able to multi-select and send to camp or send all food to camp, but these aren’t things I tend to want to do often so while I can imagine scenarios in which I might use that functionality were it available, it’s not high priority for me.

Personally, I see Send to Camp as a QoL feature that can be exploited by players if they wish to circumvent encumbrance and/or loot unrealistically huge amounts of stuff, or can be ignored totally or partially by other players if they wish to make managing encumbrance part of their experience. I’m somewhere in the middle: I like having the option to send to camp when I can justify it to myself as a shortcut, but generally prefer not to loot everything or avoid encumbrance entirely as that spoils my immersion. It took me a while to find a balance that works for me, but I’m now happy the game engine lets me do what I like while also letting those who prefer to strike the balance elsewhere have their fun.

As to the point at which using Send to Camp becomes an exploit rather than simply using the game as intended, that seems a bit fuzzy to me but also unimportant except possibly in multiplayer where participants may need to agree what is and isn’t acceptable for consistency. I’d see using Send to Camp to avoid encumbrance entirely, or to collect every item of food available, as an exploit as I find it hard to believe that Larian intended players to use it that way. And as I don’t think that avoiding encumbrance or collecting massive amounts of unnecessary food are good things to do, I’m not in favour of making changes specifically to make doing so easier. But nor am I in favour of making changes specifically to make these “exploits” harder, when those would remove or restrict a QoL feature that I find helpful. In short, the fact that a particular feature can be used to do stuff I’d personally see as an exploit (though others might just see it as playing the game) isn’t for me a reason to restrict it, as long as I can also see what I think of a valid use case for the feature, which I can for Send to Camp.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"