and considering I've spent last two months exploring new lands in search of untouched goodies, I got some thoughts.
Proper exploration of unknown areas around your spot is one of the most important things, and also a huge pain in the ass. The problem lies in map discovering - if you move in one direction for one minimap, you'll open two adjacent as well, but you won't literally explore them - you'll just know about terrain around you, 'cause you view distance is much smaller than minimap. So, making even short trips (for 10-20 mins) in one direction won't give you a guarantee, you've explored something. May sound quite dumb, so here's some illustrations of what am I talking about:
As you can see, almost all the area was revealed and now looks like explored, but only the lands under green overlay were properly explored, and all others - weren't, and still can potentially contain some localized resources/ or high-quality forage spawn spots.
And the main problem - no one can be sure where the difference because we have not any tools for marking explored areas.
And here's some solutions for it:
1. Temporarily expand the "field of view" for all the revealing maps. Using a specific tool (see below), you can gain a buff that will show you some specific map markers (animals/herbs/mushrooms/loc.reses/etc).
2. New toggle - "deep exploration" - reduces max.aviable speed by 1 and marks your map/minimap with colored overlay to show exactly the area you've explored (green zone on image).
3. That's one inspired by sMartins - some tools for discovering points of interest on revealed, but not actually seen maps. Something like exp.events (but without EXP gain) - "You stop for a moment and hear the roar of the mighty %animal% from somewhere not so far in the south".
And here's some tools for those solutions:
1. Hearth magic - another one to drain your experience points - it can be useful in both solution1 and solution3. Gives you a temporary buff (let's say 250 xp for 30 mins).
2. Equipment - googles/monocle/binoculars (R1 and L1 slots) - may serve for solution1 and may be requirement for solution2.
3. Alchemy - just like rustroot extract, but royal-toadstool extract made from mushroom and water - not usable itself, but allows you to add one ingredient to make a proper potion. Allows you to search specific items - just add bear's tooth into extract for bear-search-potion as example.
4 (technically it is 2.5). Alchemy/tool - pouring specific potion on dowsing rod will show you the arrow to that specific item in the wilds.
Ideally if all of these work together. So if you're planning your exploration trip, you'll brew some extracts, put your best exploration item, cast some magic, toggle deep exploration mode on and go into the wilds, being sure you'll find what you need and won't miss anything important.
P.S. Yes, some may say - it is too complicated and not worth it. But there are not so many fun activities in H&H - PvP (but "combat is broken and PvP sucks"), raising q400 carrots (but "farmers should go play Farmville" and Exploration, so why not make it slighly better?