And finally, what is even the point of resource management, if there is no difference if you take 1 in-game day to finish act 1 or n days to finish it. You are then just resource managing whether you will fail your playthrough or not. How is that fun?
I think at least a few of us would prefer it if there were a difference between finishing act 1 in one day or ten days. Long rests (which, by 5e RAW, you can't take more than once every 24 hours) mark the passage of time. Time should mean something. Currently, things in the world don't change when you aren't actively interacting with them. It feels unsatisfying.
The real problem is this, never found silly or immersion whatever the chance to go to the camp. In the game you have two short rests and one long rest per die
. I'm not some one with high attention to details, so much that I discover a lot of of stuff I missed exactly because of my lack in attention, still since the first time I clicked in the camp icon for a long rest it appeared a tab with the question "would you like to go to camp and END the day?
Bold and underline to highlight the fact that per se the game is following the rules.
That is some complains here are based on an erroneous assumption.
What lacks is not some absurd criteria to grant some perceived immersion (that is quite a personal thing, to me what break immersion is the fact that skilled fighters and wizards and clerics have slots, I just imagine elite soldiers that at some point start saying that well they can not use their full ability because you know at max 4 times a day sorry, or bodies that remains in open air and don't have signs of rotting), what lack is a coherence between what the log rest tab says, or the fact that when you tell a companion to wait in the camp they star walking to said place, and the absence of time, a player can stay hours without going to the camp for a long rest with the sun always at the same heigth in the sky.
[I have to verify if the same happens in the Original Sin duo of games].
One of the things Daggerfall (is my obsession that game) and Baldurs Gate managed in a very good way was time either in fast travel (in Daggerfall, wich map was huge, the fast travel tab indicated the months, weeks, days, hours it would take to do the travel, and the time of arrival could be in any hour of the day, I remember how many times I had to climb the walls of some cities to get a tavern to rest, or fast travel to some little dungeon to rest until dawn, as far as I recall the same happened in Baldur's Gate), even Elder scrolls online, wich being a MMORPG has the problem of players connections from different timezones, has a flow of time. What was interesting is that Daggerfall allowed, thanks to its time flow, to play characters like vampires or characters whose flaw was to suffer damage from direct sun light)
There's also a lack of a back story, in Original Sin I you have a quest to obtain your Homestead so that when you get to have it you have earned it.
In BG3 how Tav discover the safe and secluded area happens behind the scenes thus making it less appealing.
Also the fact that the quest don't have a time limit contributes to the perception of having endless rest per day when in reality there are only two short and one long per die, but this is an issue not only of Larian in this moment I'm playing Vampyr, Ni no Kuni, Final Fantasy XV, The outer worlds, in none of them there is for the side quests, even Daggerfall let the player take all the time they wanted to finish the main one, a time limit.
I hope larian get the fact that wihout a flow of time no matter how they concot the rest issue will remain because we as player perceive that there is no real and actual flow of time and it doesn't matter that there is dark in the resting party cut scene, or that there is the already quoted message.
Again a personal example: in The Outer Worlds I have the feeling of having done all the quests in not even a day exactly because I don't have anything that allows to understand that hey time is going forward.