There needs to be both many more resting restricted areas, and long rest enabled areas. For local resting.
Using the same camp for long rests during an entire act will always prove troublesome, as the party is expected to somehow teleport that distance. It gets more silly the further you travel.
Going to sleep in a surface camp while deep in the Underdark is already immersion breaking and silly in EA. And no, having a really convenient teleportation network everywhere you go to explain this is not the answer. The teleportation system breaks immersion even more since it's obviously there only for gameplay convenience and doesn't make sense in the context of the game world.
A big part of adventuring IS setting up camp in dangerous locations with possible consequences, and looking or securing a safe place to rest.
Why can't we rest in the fortress or in the village in the Underdark? Why can't we rest in abandoned camps or in the Blighted Village after securing a house, or clearing the entire village? Or in the safe areas, Druid Grove or Tiefling camp?
There are so many exciting and logical places to have a long rest in! The pocket dimension camp is boring and weird in comparison.
Really strong points, Iâ€™ve argued the same myself but less eloquently. I hope the resting system will change but it would seem Larian have locked themselves into the whole camp interactions/cinematics system so I canâ€™t see it changing. Itâ€™s another convenient mechanic for the casual player and one that wonâ€™t bother most.
Those of us who want to experience the sensation of undertaking a perilous adventure; finding a safe place to rest in the wilds, exploring a city at night, the excitement and relief of finding an inn in a settlement, etc., are finding these things sorely lacking in BG3.