Feedback: Wilderness Discovery System
Having gone and got all imprints, I feel this system is antithetical to the rest of the game; It promotes a vast amount of short manual reincarnation, punishing longer lifespans and idle play, additionally diegetically it makes little sense for the cultivator MC pursuing longer life at every turn to do more to keep committing suicide at 30 because there was nothing to find in that particular life; This seems to be fairly contrary about the statement "The game is designed to be left alone for periods of time."
Also it kinda bothers me that the final bonus ends up at 33.17% (I dread Triple Element Wilderness).
My proposal:
The discovery roll could be made a periodic event (multiple per life allowed) with progress accumulated by the Wilderness actions (Wander being the one that give the most, and Cultivation being the one that give the least); Progress could be boosted by Familiarity increasing bonuses, and the roll itself by Item Discovery effects (to tie other systems into it).
This will reward actually spending time into the related wilderness instead of making 7000 reincarnations (personally 7089, not counting the rolls I made before the last cultivation milestone).