You can't
You can't
You can. :)
To clear your current path:
In the activity tracker, right-click/long-press and Remove your current path
or
In the achievement path window, press the Clear Path button at the bottom
(Is it specifically Turael's Burthorpe paths you want to get rid of? When you clear your path, if you haven't completed Turael's Burthorpe paths, that button will be re-labeled Skip Tutorial, which you can press to flag them as complete)
If you need to re-open them, you should have a button for both activity tracker and achievement paths on your bottom-right ribbon.
Alternatively, the achievement paths window is on your achievement screen. (Press F1 (or Esc and choose Hero), then the Achievements tab). You can drag and drop the window out from there.
That works for the tutorial path books, but there's currently no way to disable automatically marking the next quest in a series as your active task when you finish the previous quest (if you have no active path). If you have an active path, then by all means it should definitely mark the next one, but I think if the path is empty then it shouldn't mark the next quest in the series without asking.
I think a better way to handle the "next quest" marker would be to add a button on quest complete windows (or a new interface after quest complete) to ask if you want to mark the next quest (ex. if you finish Marlin's Crystal, give a popup saying "Do you want to set a quest marker for Holy Grail?").
Also a bit of a side-note, tutorial island right now automatically opens interface windows for you, so you never actually learn what buttons on the ribbon do what because you never interact with the ribbon bar at all. The steps in the tutorial island path are there for things like "open your spell book" but it just skips them and opens the window on its own.
In response to player feedback, last week I submitted a bug fix to QA to support disabling automatically selecting achievements in a path, and applied that behaviour specifically to the quest series paths.
Confirmation prompts are also an option, but as you noted we need to strike the right balance between short-form objectives (having to confirm every step in the tutorial paths wouldn't be good) and long-form objectives (you might but might not want to continue with the next quest in a series), so sounds like something we can build upon.
Would appreciate your feedback when that patch note goes live. :)
Regarding forcing toplevel panels open on Tutorial Island instead of highlighting buttons and making you click them... It's been a perpetual area of aggravation for us.
Unfortunately, the RS3 toplevel UI sacrificed readability for customisation. You can freely close, resize, dock your windows, at the expense that it's all stored client-side.
That means our server-side guidance systems have no way of knowing whether you have a particular button on your ribbon, or on your screen, which makes tutorialising them quite difficult.
The closest we've been able to get is to tell the toplevel to force open a toplevel interface, but because the communication is one-way, then have no way of finding out if it did or get information about the theoretical button that's capable of opening it.
Add that there's an entirely different flow to those interfaces (and in some cases they don't even exist at all) on legacy and mobile, and it becomes quite a sticky problem.
As in it’s more about clearing the paths permanently so after I complete any quests it doesn’t keep automatically tell me to go to another one. As I never used the path system on my main because this is an Ironman it just keep telling me I have to do a quest even though I know I can’t complete it because there are additional hidden req for me.
But thanks for all your help :) so far.
"As in it’s more about clearing the paths permanently so after I complete any quests it doesn’t keep automatically tell me to go to another one."
Yep, that's what the above fix should fix (completing a quest in a series path will no longer automatically put you onto that path).
"because this is an Ironman it just keep telling me I have to do a quest even though I know I can’t complete it because there are additional hidden req for me"
Now, that sounds like a separate issue, because the next quest should only be selected if you meet the requirements. Do you have a specific example of where, as an ironman, the quest has a hidden requirement for you?
i have played the game for the better part of 12 years and i had a hard time finding how to disable the task i was on and had to deal with markers for the next task for several days before i was able to find the setting which was activated randomly while going to the lumbridge catacombs. can we make an option to completely disable the task system until otherwise reactivated ( have note the account i was playing was a high level ironman )
Actually I recall adding such a feature - but the approach to automatically selecting paths (something that wasn't originally part of the system design) changed a number of times during development, as we went through several rounds of stakeholder feedback with conflicting opinions about the degree of enforced guidance, which accounts for the final product being somewhat... enthusiastic about giving you direction.
It changed so many times, I don't recall if we shipped with the kill switch.
Could you please try turning off guidance system hints (Gameplay>General>Optional Interfaces in your Settings) to see if that alleviates the issue for you?
I may be a bit late, and you may have already addressed it but I want to express my frustration with the tutorial/guidance systems. It feels like no matter how many tutorial system and iterations we get, these never get addressed have the first rounds of feedback.
Reset Buttons
- There are 3 options when starting a new account, 2 of them do the same thing.
- I should be able to say I played recently and skip the path system entirely.
- Resetting the tutorial is a useless tool that only allows you to break the game.
- If it must exist, just allow you to talk to an NPC and reset the path system that you can skip.
- The above would prevent teleportation bugs/exploits and item dupes (which still exist).
- The Burthorpe/Lumbridge skip are essentially the same thing.
- Burthorpe allows you to unlock the Taverly lodestone and then warp to Lumbridge.
- There should be one skip, and it's to go to Lumbridge.
Tutorial Systems
There's one for everything and it's not tied into the initial system. (Bank, Shop, Drops, etc...) For some reason, the game tries to teach you things twice, this is annoying. I don't know if turning off the guidance system disables it or not, but I don't think these tutorials should overlap.
I highly suggest letting me and other players turn that button off in the same interface I can skip the tutorial in.
Ribbon
How has the A/B test for the Ribbon not concluded or defaulted to the obvious outcome. This version is ugly and a mess.. Please Default it to this or this
Default UI Layout
- Retro Layout: Default layout for some weird reason. Chat/game dialogue interface covers chat.
- Social Layout: Why does the Social interface have small text blocks but other default interfaces have a normal sized version.
- RS3 Layout: Feels weird and conflicting within itself (Example).
- Why does this even exist and does anyone ever use it.
- RS2 Layout: Exact same as Retro but with taller boxes and a better Chat dialogue placement.
Thank you for your feedback. I agree with most of your points, and they're either things we hope to address in the future, or I implemented them the way you preferred, and was later compelled to change them to the current implementation to satisfy acceptance criteria from stakeholders.
I'll bear your feedback in mind if I'm allowed the opportunity to work in this area of the game in the future.