Witcher 3 Turn Down Gold
![Witcher 3 shrieker contract keep the coin Witcher 3 shrieker contract keep the coin](https://cdn.vox-cdn.com/thumbor/C3P5XGG330VFomO0JjmiykOc8YA=/250x250/cdn.vox-cdn.com/uploads/chorus_asset/file/6565483/FaceStrange8.0.jpg)
If you want to get the good ending, during the final quest ( Whatsoever a Man Soweth) you will have to face Gaunter O'Dimm - Master Mirror. However, this time it won't be a sword duel, but a riddle instead.
You must get to the end of the road in the time limit. On the way you will find various solutions, from which none is correct. The key to victory is a fast run straight to the house on the hill which you will see from far away. There you will find the solution and thus win. On your way you will also find many opponents - phantoms that obtain some characteristics of monsters in which they transform.
It's an impediment due to which you won't be able to use any oils, signs nor bombs which you would use when fighting regular versions of those monsters.You can solve the riddle under one condition - if during the Whatsoever a Man Soweth. Quest, before walking to the temple you, have completed the side objective about meeting with Shani and going to the professor of the Oxenfurt academy.
But that's okay, because we've found another little nifty trick that will enable you to maximise your profits in The Witcher 3: Wild Hunt on the PlayStation 4. While this one takes a little longer.
![Witcher 3 Turn Down Gold Witcher 3 Turn Down Gold](https://guides.gamepressure.com/thewitcher3/gfx/word/425587747.jpg)
Originally posted by:No, its not, unless you plan on skipping all sidequests.Really?From what i heard, at some point in the game, you get rather rich, while more skill points are always welcome.I'd say Gold is more valuable early game, to buy gwent cards, maybe some early armor, and repair your armor, which is made out of paper. But really, neither reward is worth much in the long run.What I meant there is that if you plan on doing all side content, you're going to outlevel the main quest, fast.Of course, I refused the gold too, since its the 'right' thing to do. Alright, its time to have a little discussion upon Weight Based Encumbrance Systems.Sure, they can be somewhat immersive, as pure weight will slow you down, but if we're taking immersion into effect, I would think carrying around 10 different pairs of boots regardless of weight is just as debilitating. So now, it isn't really there for immersion aspects.Ultimately any adventurer is going to hit a point in a dungeon when they reach their carry capacity and either have to choose to stop picking up loot and soldier onwards, or to head back to town and start selling things.
When you get to town and sell, you've then got to go all the way back and continue forwards. This provides two benefits to the game, though neither of which is Fun.Firstly, if the player chooses to skip loot they're limiting the amount they can sell back to a merchant and thus limiting their income. This way the game can continue to use money as an incentive because you've gone and left behind all the shiny trinkets you could have sold.Secondly, it leads to mental roadblocks.
You're adventuring and then head back to town to sell. But now that dungeon is so far away, maybe it might be best to just save and quit for the night.I actually kind of wonder who enjoys weight based encumbrance systems, because I can't think of anyone. It was the first (and only) thing that I felt the need to mod out of this game, and I look forward to the day when developers will add it to the options list, like rebindable keys or mouse sensitivity. Originally posted by:Alright, its time to have a little discussion upon Weight Based Encumbrance Systems.Sure, they can be somewhat immersive, as pure weight will slow you down, but if we're taking immersion into effect, I would think carrying around 10 different pairs of boots regardless of weight is just as debilitating.
So now, it isn't really there for immersion aspects.Ultimately any adventurer is going to hit a point in a dungeon when they reach their carry capacity and either have to choose to stop picking up loot and soldier onwards, or to head back to town and start selling things. When you get to town and sell, you've then got to go all the way back and continue forwards.
This provides two benefits to the game, though neither of which is Fun.Firstly, if the player chooses to skip loot they're limiting the amount they can sell back to a merchant and thus limiting their income. This way the game can continue to use money as an incentive because you've gone and left behind all the shiny trinkets you could have sold.Secondly, it leads to mental roadblocks. You're adventuring and then head back to town to sell. But now that dungeon is so far away, maybe it might be best to just save and quit for the night.I actually kind of wonder who enjoys weight based encumbrance systems, because I can't think of anyone. It was the first (and only) thing that I felt the need to mod out of this game, and I look forward to the day when developers will add it to the options list, like rebindable keys or mouse sensitivity.They're always awful.
Thank ♥♥♥♥ for mods (and console commands) so I can give myself 9999 weight or something and get rid of that entire aspect. Originally posted by:Alright, its time to have a little discussion upon Weight Based Encumbrance Systems.Sure, they can be somewhat immersive, as pure weight will slow you down, but if we're taking immersion into effect, I would think carrying around 10 different pairs of boots regardless of weight is just as debilitating. So now, it isn't really there for immersion aspects.Ultimately any adventurer is going to hit a point in a dungeon when they reach their carry capacity and either have to choose to stop picking up loot and soldier onwards, or to head back to town and start selling things. When you get to town and sell, you've then got to go all the way back and continue forwards. This provides two benefits to the game, though neither of which is Fun.Firstly, if the player chooses to skip loot they're limiting the amount they can sell back to a merchant and thus limiting their income. This way the game can continue to use money as an incentive because you've gone and left behind all the shiny trinkets you could have sold.Secondly, it leads to mental roadblocks.
Witcher 3 Griffin Quest
You're adventuring and then head back to town to sell. But now that dungeon is so far away, maybe it might be best to just save and quit for the night.I actually kind of wonder who enjoys weight based encumbrance systems, because I can't think of anyone. It was the first (and only) thing that I felt the need to mod out of this game, and I look forward to the day when developers will add it to the options list, like rebindable keys or mouse sensitivity.That's why I do carryweight mods in every open world I play (either with an actual mod or through the console). It's just so much more enjoyable, and personally the usefulness far outweighs the immersion breaking.