As I have posted in another thread:
1) ‘Open all’ sounds like a reasonable feature but if you apply a little thought you’ll come to the conclusion that it won’t be implemented for the following reason:
All loot bags offer the option of acquiring multiple items in their loot tables – when opening a significant number of bags (say 100) the number of different items being acquired is going to be far in excess of the number of bags opened. Inventory (player bag space) is limited and therefore the extra items acquired (over and above the available space in the players bags) would need to be stored ‘somewhere’ until the player clears their bag space.
Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.
How long would it be before the first player opened 250 champ bags only to find that their 80 free inventory spaces quickly filled up and they spot a pre-cursor tumbling down the right of the screen which hasn’t made it into the available space.
Cue frantic clearing of bags before the inevitable disconnect or crash occurs and the additional loot is lost.
If you thought that the reaction to losing a few mordrem blooms because of disconnects during the last event was over the top, when this started happening the QQing on the forums would be Biblical.
As I responded back to you in my post, and I quote, "You are taking the term ‘Use-all’ a bit too literal in idea #1. Let me explain…
If players use the ‘Use-all’ option with an already full inventory, the action of ‘Use-all’ will never go through at all until the player makes more room in their inventory.
Furthermore, when players use the ‘Use-all’ option, it is not necessarily the case that all consumable/bagged items will be used due to lack of inventory space to store all those items, and so in the case of insufficient inventory space, no items will be lost, to which a message will still pop up saying to players that they do not have enough inventory space. Nothing changes like if a player clicks a stack of consumable/bagged items one click at a time to which they are eventually met with the same message regarding insufficient inventory space.
Let me explain this mathematically if the above is not clear:
Say you use the ‘Use-all’ option explained in idea #1, and you have room for all items coming from 150 bags out of 250 bags, yet that 151th bag contained 3 items that could not fit in your inventory because you have only 2 empty inventory spaces left. Guess what? When the game code sees 3 items at once cannot fit into only 2 empty inventory spaces left, the use of that 151th bag will never go through, and as a result, NO excess items will be lost because there would be no excess items left over.
It would have to be coded that way to work." end of quote
i doubt anet will take any action since this has been requested for a long time.
i don’t think any of their staff will farm so many bags and click so many times in their playthroughs.
Just because the developers are not going through (or will not go through) clicking through stacks of certain consumables and bagged items does not mean players are not going through this, and that is what should be addressed.
it already is coded another way when you open the bags manualy so then the nr 151 bag will go through and 1 item will land in the pop up screen like usual but then nr 152 wont go through and that would be that.