Now that I have your attention...
I propose a twofold suggestion regarding exploration and hunting:
1. An extension of explorations capacities with the addition of "scents" for animals. These are used to help find some of the rarer spawns, but are not consistent themselves
- uncommon/rare scent-like spawns for most animals excluding fox, badger and bat
- shows you where an animal was, but it is not going to show you where it is now
- a scent can point to: another scent, animal itself, nothing
- ability to see these scents is determined by exp * per (perhaps exploration only?)
- rarer animals give harder scents
- distance from start, to a point(s), to animal increases with rarity
- final point to animal should be within a minimap (random chance to spawn it while searching in the immediate area)
- higher quality scents can improve animals q slightly (gives a reason to use them beyond early game)
- using pseudocode this should look like:
scentDifficulty = animalRarity * 1/sqrt(perception * exploration) //where the difficulty increases with rarity and lowered by per * exp, above 1 means its not visible
scentAmount = (baseAmount + 1/scentDifficulty) * scentQualityMod //where the amount is lowered by the scent type, but raised by quality and the difficulties inverse
if(scentAmount > scentCap) ---> scentAmount = scentCap //where the amount obtainable is limited by a cap specific to each animal
scentDistance = (baseTiles * animalRarity) + randomValue //where the distance is increased by rarity and given a random factor
2. Craftable and expendable items that allow access to these scents
- you need the equipment on hand to be able to utilize the recipe (ideal) OR the scent is converted all at once into a usable format (backup idea if former is not feasable)
- decay would be used for the ideal system, while amounts would apply to the backup idea
- these craftables require having discovered the said animal already (not sure if you can disco recipe from meat and not have it show in the items, but it would be the easiest way if possible)
- these recipes use items that can be found in the wild or prepared ahead of time
- easier recipes give fewer scents, can be seen more often
- harder recipes give more scents, are seen less often
- different animals need different components that fit thematically/hilariously and slightly change playstyle - ie:
Feces makes some lovely smelling, but it can dry up and lose its wonderous texture. You'll have to get your hands dirty...
EASY - needs water and soil. item is equipped in hand slot (for added hilarity - it can equip in any slot and gives more accuracy the more you smear yourself in poo)
Urine is a curious substance. It smells funny and tastes bad, but the plants seem to like it. Come to think of it, not everything needs to be consumed the same way...
MEDIUM - needs garden greens, water and a branch. item is equipped in the neck slot (specialty recipe that uses hemp allows you to commune with the white bear. also makes you a douchebag)
Blood is the substance of life and, in the right hands, an instrument of death. Now you just have to hope death isn't too displeased with your poor hunting...
MEDIUM - needs intestines, bones and raw hide. item is equipped in a weapon slot (appears only when the animal runs away after enduring 80% damage, finding it means it dies)
Tracks can give an interesting perspective on life. A mere imprint in the soil can reveal wonders, but how on earth does it move? Perhaps two feet may follow four...
EASY - needs clay and fire. item is equipped in foot slot (rarer animals tend to be larger, so this should be easier to see. its mainly limited through a psy softcap)
Rustles here and there are considered mundane to most, but the seasoned hunter has learned from natures subtle designs. After all, no hearthling could stand using bark as a backscratcher...
HARD - needs bark and string. item is equipped to the backpack slot (for such a hefty penalty this should not be softcapped by anything except survival)
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The idea behind this is to induce gameplay changes while improving explorations usefulness. Finding animals right now is a mindless wander. Tracking them down is more interesting and this system is, in my opinion, a good baseline for making running around slightly more meaningful than what it is now. There are some advanced ideas involving other craftables (finding a special spawn of rabbits and needing rabbit food to find it) but I'll leave them alone unless the basic idea is ironed out and fit for purpose.