Ok, so here's the thing, as some of you may know from my "What I Learned on my Summer Vacation" post, I spent some time during my break from DDO playing City of Heroes. (I still play it a bit, as a matter of fact.)
For those of you who don't know, City of Heroes has a lot of powers that people tend to call "travel powers." These are things like Teleport, Fly, Super Speed and so on.
And really, they're a lot of fun.
Now I understand how certain quests in DDO would be broken by certain classic D&D "travel spells" but I think it's time to do something about this topic anyway. Honestly, D&D has plenty of spells to counter each of these spells.
Let's take Dimension Door, for instance. Dimension Door should really allow you to open a two-way door between any two points in range (which is 400 ft + 40 ft per level, or almost 1000 feet at level 14). While I realize that the system needs some mechanic to know where you want the other end of the spell to be, this could be dealt with in a few ways. You could have markers that you set. You could target a team mate and open it at their location. You could select a spot on the mini-map. There are plenty of ways to properly implement this spell.
Similarly, teleport should allow you to bring yourself (and nearby allies) to a variety of locations similarly selected. For Teleport you might also add a list of all the quests in range.
Now, the reason everyone says it wouldn't work is that it would break some quests. Now, honestly, I don't have a problem with that to a degree, spells like these "break" some quests in D&D too. That's part of the beauty of having them. But, that said, you could also set up certain quests (like the raids) to have areas that are under a dimensional lock effect. This would essentially mean that there's no dimension dooring or teleporting into or out of the final room in VoN5. You could add a similar feature to any area that simply requires you to not be able to teleport to or past it for story reasons.
Similarly, a spell like "Passwall" is a classic. People often suggest that a spell like this would give you the ability to pass right out of the map into the great void that's outside what the devs have built. I'd suggest taking a bit of time to go back and do a bit of coding to designate walls as interior or exterior. This would allow you to set certain permissions for interior walls that you don't for exterior walls. No Passwalling out of the quest, just through walls inside the quest. (This would have some additional advantages for features like a /stuck command.) Though, this one, maybe I can understand a bit more than the others. Still, it'd be nice to see.
And Fly. Fly is a spell that's designed to help casters avoid damage and/or encounters. It's a staple is many a caster's repertoire. And it's a shame that it's not implemented in DDO. I'd suggest, at the very least, that fly be implemented and only allowed outside of quests. That is, let people fly through Stormreach, and let them fly in explorer areas. But it'd be even better to allow it in quests and simply implement anti-magic zones in the areas where it would really break quests.
So in short, please implement (or re-implement properly) as many travel spells from the following list as you can. They're classic D&D, they're iconic, they're lot's of fun and they're cool.
Air Walk
Dimension Door
Ethereal Jaunt
Fly
Gaseous Form
Levitate
Overland Flight
Passwall
Phantom Steed
Phase Door
Shadow Walk
Spider Climb
Teleport
Greater Teleport
Tree Stride
Wind Walk
Word of Recall