I'm wondering which part of that wasn't clear. Admittedly IWD combat was used as a more specfic example and not BG2, but both systems would be equally vulnerable to these criticisms over rest spamming and the unrealism of spell memorization and all the rest. The various views can be divided into two factions. One likes the old combat systems and would kill for a BG3 or a IWD3 or a PS:T-2 that is identical in every way except for the story being a sequel, but may or may not be thinking (as I am) don't try to fix what isn't broken and first do no harm. The other faction may have utterly hated those combat and magic systems and strongly prefers a newer, esoteric, or some completely novel combat mechanic.
I am sympathetic with some of these new (to me) systems like fatigue and the only system I really have a major problem with is cooldowns (of any sort), but I don't consider the old systems broken in any way. Not even slightly. I only left the dungeon to rest when my characters were on the edge of death and likely bleeding out. It was a kind of retreat. To me "rest spamming" wasn't any sort of problem I needed to solve. To me there was no conceptual problem with a once per day spell memorization system. I liked the fact that mages were limited in the number of spells they cast per day and that eventually they would be reduced to slings or crossbow bolts. I liked the fact that you weren't omniscient enough to predict what spells you always needed and that that sometimes resulted in a less than ideal battle strategy or even a party death and subsequent reload. I liked the fact that one price of exploring with a mage, of all that power, was that you might use up more game time than you might otherwise have with a melee only party. I was always disappointed when there was no real meaning to the passage of time that penalized you for this, but that wasn't such a big deal either. I think a main story that takes into account the passage of time would be nice and would help balance out the power of spell casters vs melee characters to an extent, but it isn't a deal breaker for me if that isn't in.
Of course, I don't think forcing all classes to rest every 16 hours or suffer a gradual decline in abilities is at all unreasonable or undesirable. Perhaps some races could get by with less sleep, but certainly humans should require at least 6 hours of sleep per night to even have the slightest chance of fighting with their maximum ability. And enforcing a 16 hour waking time between sleep would seem to solve this whole non-problem all by itself. Obviously sleeping 8 hours ever hour is not particularly logical or realistic, and I never played that way in the first place. The only justification for it might be soloing as a mage, in which case it might be nice to turn off that requirement or allow some kind of soporific drug/herb to allow you to sleep so much. If not being able to memorize 100 complex spells at short notice is unrealistic then what about continuing to walk around with heavy packs and fight multiple life threatening battles that wound much of the party and then just continue on forever without sleep?
I just don't get all this fuss over walking to a safe place to rest? Is it really that tedious to do? So tedious that it is worth risking the fun of a hugely enjoyable and proven combat system? To me the risk is not worth the possible reward, if any.
Why not respect the proven systems of the past and try to add options for players who didn't like them instead of simply removing the old system and possiblly destroying the entire experience for the players who loved BG2/IWD/PS:T combat just as it was? How?
1. (easy) Introduce an insta-camping function/button/option that has some canned animation of leaving a dungeon and making camp and then returning, possibly with various sub-settings like the option to start you back at the beginning of the level or the beginning of the entire dungeon or which makes you wait for some set amount of time as well. After all, this is Josh's argument in favor of cooldowns. Just automate the process and be done with it. Is this the equivalent of a resting cooldown? Yeah, but it's optional. I don't think a lot of us who loved the old combat mechanics have a huge amount of difficulty restraining ourselves from engaging in game mechanics that we don't like. Just because a resting bypass button or checkbox exists does not mean we have to use it.
2. (more involved) Automatically (or manually) record a sort of macro of movement events between the last place of rest or last viable place of rest (presumably outside of the dungeon if you are in one). Then just play it back in reverse, rest, and play it forward again. This mostly just elminates the canned nature of the animation in solution (1) while still mitigating a lot of the tedium complaints about resting, especially if there is the option to speed things forward by 10x or 100x or whatever.
3. (considerably more involved but with additional benefits including greater replay value) Take a page from BG2's book and implement more than one sort of arcane caster class in the game. You could have a Vancian mage, a BG2 style sorcerer, a fatigue based caster, a mana+reagent based caster, a ritual+reagent based caster, a prayer based caster, and even a cooldown based caster / magic spammer or any subset of these that includes the old style mechanic as well. Each casting class could be more or less balanced with each other through playtesting. It is a lot more work admittedly, but it would also allow for a great deal of replay value playing all these different sorts of casters. It would also allow the sort of innovation that Josh seems to be interested in. You won't risk ruining an entire game just by having a single class that many people dislike. If you don't like a class you don't have to play it. One disadvantage may be fitting it all in with the game narrative/setting.
Now it might be argued that the encounter system as a whole cannot be balanced properly for at least the first two options. That if the encounters are mainly designed for the players who play the old way that things will be too easy for the player who can insta-regain all of their spells at will like BG2 Wish spell cheese or one of the "infinite spells" exploits. I would argue that the difficulty system can mitigate this imbalance. Different players prefer different level of combat difficulty in any case. Having choices to increase or decrease encounter difficulty is an important game mechanic and one of the few that can be very much improved compared to the old IE games with their "every enemy does 50% more damage" crudeness. Actually having this option could in itself be considered part of the difficulty system. Although I do believe in combat fairness and that if you can insta-regain all of your spells enemy mages should be able to do the same. So it could just result in casters killing off non-casters very quickly without otherwise altering the game difficulty significantly.
I'm also very disappointed with the recent announcements from Obsidian regarding use of Cooldowns in PE.
As stated above the only flaw with the system in BG2 was the rest spamming and for me that was a minor flaw. Didn't even think of it until people brought it up here.
Unfortunately, I'm pretty sure that the real reason that they're going for Cooldowns is implementation time and effort. Mainly cause It's easier to balance. Both individual and series of battles and also classes like Mage/Fighter. Question is though, why does a single player game has to be perfectly and evenly balanced ? I say, let people find out things for themselves.
I'm really afraid of getting a game with battles more of the streamlined "lazy" Dragon Age kind as opposed to the diverse, strategic ones we had in BG2.
Still going to back this project though I'm no longer feeling as optimistic about it.