shoddy and rough did go down. But higher tiers (at least crude and decent) didnt.
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NPCs resell based on the price they bought at. So the price will reset when it cycles out of the vendor's inventory, or somebody buys the stack at the existing price.
I like this idea. Or if the buffs are going to be too much, maybe there could be a quick no-mats lore recipe that you could use to tell you the properties of a cave/area. Also, how about having some caves that are marginally better than others for certain types of crafts? Something along the lines of a 1% chance to get an extra cheese if the kegs are stored in a particular cave... It would be fun if there was some motivation for picking different caves for crafting, rather than just whichever is the most convenient to reach.
The NPCs cave in Gazluk should be adequate for mushrooms farming imo (it's icy and damp+there are mushrooms growing there already so it's suitable).
On the update, I put this in a report too, I have issues with the textures in caves. I already found Yeti cave and Nexus dizzying, now few of the Gaz caves look like that too. The best way to describe it is two dimensional textures on which I can't see openings, stalactites, even white mobs. The walls and floors lack depth. I don't know how much sense this makes but it's very very straining and hard to play especially doubled by my character spinning uncontrollably sometimes.
I think I encountered something similar since the patch. The shadowy areas in Kur (below mountains) particularly in the north shore (near the wolves/trees area) look very pixelated or something. Problems with coloring, not sure, it looks awful. Maybe it is a similar problem?