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传送门调整与移除(第一部分)

原题:官方蓝贴主题:Rearranging and Removing Portals (Part 1)
US论坛蓝贴主题Kaivax2026-08-22 20:49阅读 2
在阅读了这里(以及其他地方)关于下周内容更新的大部分帖子后,我们不禁受到“传送门移除”这一话题的影响。这是一个回复数已接近5000条的话题……

蓝贴影响分析

影响职业、版本,以及插件 / WA 作者需要关注的更新点。

这条内容主要影响 正式服 / 怀旧服需结合原文判断。重点关注 法师、术士。 插件与 WA 作者建议关注技能、光环、战斗机制和数据字段变化。
影响职业
法师、术士
影响版本
正式服 / 怀旧服需结合原文判断
插件需要关注
暂未发现明确插件适配风险,建议关注战斗提醒、职业 WA 和数据类插件
WA 需要关注
受影响职业的技能监控、爆发提醒、减益追踪 WA
已有中文,可切换查看
当我们阅读了这里(以及其他地方)关于下周内容更新的大部分帖子时,我们不禁受到了传送门移除这一话题的影响。这个话题仅在一个帖子中就已接近5000条回复,而那里反复提出的问题是:“为什么?”以下就是对这个问题的回答。 自魔兽世界诞生之初,游戏设计师便遵循着一系列指导原则。有时这些理念会迅速改变,有时它们缓慢演变,但始终有一些指导原则在魔兽世界的历史中大致保持不变。其中一条指路明灯便是“不要过度使用世界各地之间的传送门”。过多地消除地点之间的距离,可能会削弱世界具有真实尺度感的感觉。 当然,也存在一个同样重要但方向相反的设计考量——“不要让你从大多数地方前往其他地方变得过于不便”。一定程度的便利至关重要。并非每次前往壮丽景观都是你的第一次。我们知道,当你是第100次前往时,你不会希望飞行过程占据你大部分时间。而且当然,有些玩家选择玩术士或法师,正是因为这些职业提供了独特的交通手段。 随着新资料片的推出,我们形成了一种传统:移除之前资料片城市中的部分传送门。这样做的目的是鼓励通过玩家更有可能与其他人互动的新地点来引导交通流动。我们最初在《军团再临》之后没有这样做(由于各种原因,我们也从未在《熊猫人之谜》之后这样做过),但我们觉得我们本应该这么做。我们现在正在纠正这一点。 伯拉勒斯和达萨罗将继续提供通往所有主城以及希利苏斯的传送门。通往大灾变区域的传送门将保持不变,而许多其他交通方式,例如达拉然徽记之戒、卡拉赞之戒、永恒岛饰品、协调披风,以及许多区域之间的船只和飞艇,都将被保留并继续可用。 然而,我们注意到,随着游戏的更新,通往不同区域的方式变得越来越混乱。例如,如今如果你去奥格瑞玛的暗影裂口,你会发现那里散布着各种传送门,看起来几乎杂乱无章。我们正在清理这种情况,并视此为一次机会,将大量旅行方式整合到一个风格统一、体验一致的场所,并为未来需要时留出扩展空间。 我们收到了大量关于此事的反馈,尤其是关于某些特定地点可能会变得极其不便到达的意见,我们根据这些反馈得出了你们在PTR上看到的结论。我们相信,游戏中现存的众多快速旅行手段足以让大多数地点相当容易到达。 如果有任何特定地点看起来即将变得不合理地难以到达,我们当然愿意在未来添加额外的旅行方式。
As we read most everything posted here (and elsewhere) about next week’s content update, we can’t help but be impacted by the subject of transportation portal removal. It’s a subject that’s approaching 5000 replies in one thread alone, and the question raised there, repeatedly, has been, “why?” Here’s the answer to that question. From the beginnings of World of Warcraft, game designers have had a number of guiding principles. Sometimes these notions change quickly, and sometimes they evolve slowly, but a few guiding principles have remained more or less the same throughout WoW’s history. One such lodestar has been “don’t overuse portals between locations in the world”. Too many eliminations of the distances between places can diminish a sense of the world having a meaningful size. Of course there’s an equal and opposite design consideration—“don’t make it too inconvenient to get from most places to most other places”. Some amount of convenience is vital. Not every visit to a wondrous landscape is your first. We know when it’s your 100th visit, you don’t want the flight over to be the bulk of your time spent. And of course, some players have chosen to play as Warlocks or Mages specifically because those classes offer unique means of transport. With new expansions, we’ve made a tradition of removing some of the portals from the previous expansion’s cities. The goal with that is to encourage transportation flow through newer places where players are more likely to interact with other players. We neglected to do that initially following Legion (and we never did that following Mists of Pandaria for various reasons), but we feel that we should have. We’re correcting that now. Boralus and Dazar’alor will continue to offer portals to a full range of capital cities, as well as to Silithus. The portals to Cataclysm zones will remain intact, and many other modes of transportation, such as Dalaran Signet Rings, Karazhan’s ring, the Timeless Isle trinket, Coordination Cloaks, and boats and zeppelins between many regions, will all be retained and functional. However, we’ve seen how updates to the game can leave the means of accessing different areas feeling increasingly chaotic. For example— today if you go to the Cleft of Shadows in Orgrimmar, you’ll find it dotted with portals in a way that almost looks sporadic. We’re cleaning that up, and we see this as an opportunity to consolidate a lot of travel into a consistent venue with a consistent look and feel, and room for future growth when needed. We’ve processed a lot of feedback on this, especially feedback about specific locations that feel like they’re going to become disproportionately inconvenient to reach, and we’ve followed that feedback through to the conclusion that you’re seeing on the PTR. We believe that the numerous remaining means of quick access in the game make most locations quite reachable. If there are any specific locations that feel as though they’re about to become unreasonably inaccessible, we’re certainly open to adding additional means of travel in the future.