Is there a way to do "bandit camps" in open world games well?

For those of us who haven't played it, what exactly makes that camp so special?

Who says a well-defended and smartly designed outpost can't also have copy pasted enemies?

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>spending 500 hours to develop a passive feature that only 4% of the users will notice

yeah no

I think Stalker made sense. Strelok's hideout is basically a bandit hideout, and bandits can raid any camp and make it their own (or leave).

That's just typical ubisoft gameplay user

Just do it borderlands style, have one big fenced in area with one door and when you enter everything attacks you at once.

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what exaclty is your problem with them?

too repetitive?
gameplay too boring?
AI too bad / coming at you one by one?
not realistic / conceivable enough?

>500 hours to set up a few variables and functions that use already existing assets
yeah no

Too samey and uninspired.
Basically a fenced off area with 2-4 entrances and enemies at lookout at each entrance and then the rest of the enemies just middle about inside the fenced of area. The objective is always to kill everyone in any way.
This makes them repetitive and more of a slog, not an interesting challenge. In open world games in particular they just turn into a checkbox you cross off.

I get your problem.
It's because those games developed a formula for bandit camps, that regulates everything down to having an actual objective to clear them.

The whole issue is that many devs think they can create content on an industrial scale, while they really should use their individual creativity to create unique content.

Solution:
What you want instead is a game with a limited number of handplaced camps of various sizes, types, shape and the objectives being more varied and organic.
Basically you want to feel like they are part of the game and not some foreign object that has been copy pasted in there as filler content.

How does that sound?

The problem is that more custom and handcrafted bases take more time and the devs obviously wants a bunch of them.
Devs already have a problem populating open worlds with worthwhile content, if you reduced the number of bases the world would be even emptier (unless you filled it with something else).

But I guess devs need to rethink how to make open world games. Because now that I think about it, it's probably a larger issues and the poorly designed bandit camps are probably connected?