Talk:Jute Scrap
Collecting Jute Scraps[edit]
I'm asking myself, copper can be gained by mining copper ore, as well as the rest of the metals. But copper can also be salvaged from other items. As far as I know jute can only be salvaged from other items and therefore is harder to get and makes tailoring harder to master. The only difference is that jute is only needed for 3 crafting disciplines, where copper is needed for 5. What is your opinion in this, or did I miss someway to aquire jute? --Dagoh 09:26, 15 August 2012 (UTC)
- IIRC jute can be gained from more loot items like tiny saddle bags. So collecting jute from loot is much faster than collecting copper from loots. -- Olive 10:24, 15 August 2012 (UTC)
- Copper ore also comes from Tiny Bag of Stolen Goods and I have had a Bit of Metal Scrap drop occasionally. So that puts them on equal ground again? --Dagoh 11:04, 15 August 2012 (UTC)
- I disagree - after almost a week into the game I am swimming in metal and I am constantly out of leather, jute and other items you can only get from drops. 79.216.199.104 13:23, 30 August 2012 (UTC)
- There really is a disparity here which puts the light/medium armor professions at a disadvantage versus the heavy ones. Ideally the unrefined raw material should be obtainable from resource nodes for all 3 armor craftsmen, or from drops for all 3 armor craftsmen, or from both sources, and this should be symmetric. The fact that jute doesn't grow in the world ready for harvesting appears to be a design inconsistency, so my guess is that different designers handled the 3 different armor crafting types separately, and this slight misstep fell through the cracks. Once the launch mayhem is over, perhaps we can start feeding such issues back to the devs for fixing. Morgaine 07:10, 11 September 2012 (UTC)
- Trying to think a bit more about how the asymmetry can be fixed. Although jute could be added to resource nodes to keep Tailors happy, it's a bit harder to do the same thing with leather scraps as leather derives from animal hides. Since this is a game and creativity is allowed, perhaps a plant could be defined that produces a vegetarian leather equivalent. This would actually be of some benefit for players who choose not to wear animal products in RL (a serious consideration), so it's worth considering as a strategy.
- Alternatively though, it would probably be easier for Anet simply to increase the drop rate of jute to make up for the disparity in supply versus ore. While they're at it, the rate needs to be increased manyfold, as the supply doesn't permit a player to carry out even a tiny fraction of the crafting they need for their own light and medium armor. There's a colossal shortfall. Morgaine 08:54, 11 September 2012 (UTC)
- you just have to be more efficient at farming. there is a stretch in Shaemoor hills or whatever the hell the human starting area is called, that has strings of level 3-4 bandits. I go there with my higher level ele (only important bc he has more skills) and just farm jute for an hour. I got enough jute in that hour to bring another character's tailoring from 0 to 30. It involved a lot of salvaging but the bulk of them came from tiny stole bags. Although I do have a stack of copper in the bank, I just haven't made any of my chars into weapon smiths or armor smiths.--Kristofferus 03:38, 18 September 2012 (UTC)
- That doesn't address the issue of imbalance at all. Why should jute users have to be more efficient at farming than ore users? In any case, farming isn't even needed for ore, because resource nodes are everywhere across the land and so you pick up ore in your normal travels, without needing to farm. GW designers regularly state that they try to reduce or eliminate repetitious activity as much as possible, and that includes both level grinding and dedicated farming. In this instance they've succeeded with ore, but not with jute. It needs to be added to the resource nodes harvest list. Morgaine 03:37, 19 September 2012 (UTC)
- Even adding a plant for jute doesn't really solve the problem due to plant variety. You go into any area and almost all of the trees give the same kind of log (possibly two kinds), and the majority of the ore nodes give the same kind of ore. However, with plants, you find a much bigger variety in an area, so it would still be rarer than ore. It's much easier to travel through an area and load up on copper than blueberries or carrots. Jute would have the same problem. Say there are 50 of each kind of node in an area; for the plants, only a fraction would be jute. Zix 07:17, 22 September 2012 (UTC)
- That doesn't address the issue of imbalance at all. Why should jute users have to be more efficient at farming than ore users? In any case, farming isn't even needed for ore, because resource nodes are everywhere across the land and so you pick up ore in your normal travels, without needing to farm. GW designers regularly state that they try to reduce or eliminate repetitious activity as much as possible, and that includes both level grinding and dedicated farming. In this instance they've succeeded with ore, but not with jute. It needs to be added to the resource nodes harvest list. Morgaine 03:37, 19 September 2012 (UTC)
- you just have to be more efficient at farming. there is a stretch in Shaemoor hills or whatever the hell the human starting area is called, that has strings of level 3-4 bandits. I go there with my higher level ele (only important bc he has more skills) and just farm jute for an hour. I got enough jute in that hour to bring another character's tailoring from 0 to 30. It involved a lot of salvaging but the bulk of them came from tiny stole bags. Although I do have a stack of copper in the bank, I just haven't made any of my chars into weapon smiths or armor smiths.--Kristofferus 03:38, 18 September 2012 (UTC)
- There really is a disparity here which puts the light/medium armor professions at a disadvantage versus the heavy ones. Ideally the unrefined raw material should be obtainable from resource nodes for all 3 armor craftsmen, or from drops for all 3 armor craftsmen, or from both sources, and this should be symmetric. The fact that jute doesn't grow in the world ready for harvesting appears to be a design inconsistency, so my guess is that different designers handled the 3 different armor crafting types separately, and this slight misstep fell through the cracks. Once the launch mayhem is over, perhaps we can start feeding such issues back to the devs for fixing. Morgaine 07:10, 11 September 2012 (UTC)
I have been rewarded with 40 scraps of jute for completing Metrica province. My husband had the same. However, a guild member got 40 scraps of jute for Wayfarer foothills, where I got 40 green wood logs, so I don't know if it's random or fixed. Humble Goshly 10:30, 12 October 2012 (UTC)
- The reward for completing an area, the materials given will be random, but it is based on what is the available resources that you can harvest, mine or acquire from monster loots/drops. So, pray hard for the materials you need when you are about to complete the last part for any map. Paladinofmm 05:52, 17 October 2012 (UTC)
Chat Links[edit]
- 1x Jute Scrap = [&AgEGTQAA]
- 2x Jute Scraps = [&AgIGTQAA]
- 3x Jute Scraps = [&AgMGTQAA]
- 68.108.59.74 16:44, 15 December 2012 (UTC)
Page Errors[edit]
The page states that the upgrade from Jute to Wool provides 40 Wool Scraps, but this is not correct, you can get more. --Eggman1405 (talk) 22:30, 15 August 2014 (UTC)
- It's not an error, the Wool Scrap page provides output as a range, it's just a limitation of the wiki that for those dynamically populated tables, you can only show a single number. Sol Solus (talk) 10:51, 16 August 2014 (UTC)