I actually like the fact that a trip to emeralds or mithril takes as long as it does because it is the main deterant to over mining. If it was possible to get those items quicker then the rarity and value of those items would fall drastically. I think most people could set the time aside to go after them if they really, really wanted to and if they had a good group to go with. It just takes planning.If you don't want to make the trip then you will simply have to pay for those resources to those that do make the trip.If you get into the trip and you have an emergency or a problem come up and have to log, then you can always ask for a GM port, tome out, log off in a safe area and ask for a GM port the next day or arrange for a rescue party at a certain time.I think if you take away the length of the trip, then the spawns that guard it should be made more powerful to balance that and keep the precious rare items like they are.
Teleportation by all characters? Well, I know mages work their butt off to reach 14th level to obtain the Tome of Teleportation
Never tried it before, but unless there is some mechanical code in place, buy a housing portal, set it and abandon it at your camp in the deep... Do not see any RP reason why you cannot do that, and does not seem like it could be classified as an exploit, at least at this point in time. Would be concerned about an Army of Dark Elves using it to access locations on the other end though... LOL Personally, I think if you want to teleport, play a mage or druid.
Beside quest chest, you can't put any other placeable in an outdoor tagged area.
Needless to say it should be on a vendor for which donation discounts do not apply, and one that has a higher DC against the haggling skills. Though I don't know if either of these exist?
To make an argument for one of the ideas floating around:How about an item that is one-time use only at high cost sold by a town vendor, like an arcanist goods salesman?This really does balance things relatively well.1) It acts as a money sink to help drain away the excess. (More importantly, it will do such only for the richer characters who can afford it.)2) The cost will render it virtually unabused because it won't be worth it for lower characters to use since they won't be able to cover the cost.3) A ludicrously high price will keep it from being used except in those situations which are emergencies.4) A ludicrously high price will make it so that it is only used during those trips which the buyer is likely to make profit greater than or equal to its cost.5) The money sinking from buying this item should help high level CNR retain balanced prices. (Difficulty of accessibility decreases, but overall cost of the trip increases.)