But do they need to be objects that can be dropped on the ground?
Once picked up, they only exist as numbers somewhere that cannot even be interacted. (Move/drop and such) They don’t take any inventory spaces.
So, it seems to me that making them drop, creating visible objects, creating pick up range as well as auto pickup (for golds only) are all unnecessary functions.
I have not played multiplayer but I heard that loots are instanced. In that case, golds and crafting materials can be added to the interface window directly (not even in the bag/inventory) the same way as how experience accumulates.
We don’t expect exp point to be on the ground then pick up. Golds and materials also don’t need to be.
I would expect shards that I pick up to go directly to my crafting mats though. It’s a tedious experience to open my inventory every so often to send shards to crafting mats. Why don’t they just go there anyways? We already have a mechanic that recognises them as “no good in inventory”, so why does it need the step of being in the inventory? I do guess it’s a technical limitation, or just techincal debt, but still, it would be a big QoL improvement if we could skip that step.