What they need to do is work on where the chests drop in the first place. If they could somehow make them behave like they actually have some physical properties so they don't spawn on top/inside of each other, most of this would all be mute.
Adding the labels could create even more problems. Without the chests paying attention to collision/occlusion rules in any way shape or form, the labels would also get stacked on top of each other, in some cases rendering them useless as you wouldn't be able to read them. Also, doing so may negate the tweak they just made to increase the number of pyxis spawning. There is a limited amount of memory and address space to assign to NPC type items in a zone due to the PS2 hardware limitations--those same restrictions are built into the programming code as well, so they exist as a soft-cap on the other platforms as well. In short, this could reak a little havoc if implemented.
As I mentioned in the last thread on this idea, what really needs to be done is to streamline the menus. They need to change it so that we stay in the menus until we are done with the chest or exit out of the menus ourselves. This way we can check it ONE and ONLY one time:
/Check <t>
scroll down to peek inside the chest and we see the contents
--STAY IN THE MENU SYSTEM---
"Attempt to open chest" -->start the manual chest open sequence, staying in the menu system until we succeed, fail, or giveup.
"Open with a Forbidden Key"-->receive items and exit, or stay in the menu to add to lottable spoils, take items (again, staying in the menus system until we've taken all items or exited ourselves)
"Destroy the chest"-->chest is destroyed and get the cruor reward
As it is now, you have to check it multiple times to get through all the steps. This presents the bulk of the problem when the chests are spawning on top of each other.
