Building off of the idea of discoveries, what if instead of unlocking recipes via 'discovering' materials for the first time, situations and events unlocked passive bonuses, craft recipes, combat maneuvers, and skills. These experiences would range from mundane to nearly unique trials that each player must actively strive for to unlock.
For example, unlocking the ability to feed four leaf clovers to animals could require an Experience named 'One With Nature' which requires you to come face to face with and touch a Dryad.
Another example, unlocking an unarmed combat maneuver may require an Experience named 'Bear Arms' which is earned by killing a bear completely unarmed and without the assistance of other players.
A list of these achievements with descriptions on how to get most of them should be available in game. This can be used to lead new players to figuring out how the game works, such as by unlocking 'newbie friendly' recipes when they fall short. For example, a player who begins to starve earns the Experience 'Desperate' and unlocks a recipe that translates into eating dirt and worms at the cost of SHP in order to fill in their hunger bar.
Most Experiences should not be tasks that can be completed easily within a secure and replicable scenario. Joining a town or building a wall segment would be awful achievements to have. The idea is to put players into scenarios that are memorable and difficult to achieve in order to take away bonuses that they would otherwise be unable to acquire. Witnessing a fox chase chickens for several minutes without catching them, slaying a troll without a single player dying, using scents to kill a criminal with more lp than you, being knocked unconscious by a bear or a boar but not killed, killing several ant swarms from the same nest, being attacked by a stealth boar (one hiding behind a rock or tree, fully out of view of your camera), and so on.
Every Experience should be achievable by every single player if they dedicate enough time, risk, and effort into acquiring them. However, not every single Experience should be necessary to play the game, least of all playing the game in a meaningful fashion.