All points considered.
I agree, it doesn’t take a lot of skill to run up into a player’s weapon swing, it might be immersion-breaking for some, and victimises the player being blue-blocked. But then again, one might say that it doesn’t take a lot of skill (and perhaps not very immersive) to follow someone around as a spotter, and the moment the player walks out of town then signal to a gank squad hiding behind the hills nearby to come along and take them out.
Should SV issue a fix to prevent what could be deemed as negating the fact that the game was designed without a floating marker or any other visible indicator to allow one player or a group of players to track another player’s location around the game world? That real stealth for the player being followed is essentially non-existent when a spotter is around who has everything to gain and nothing to lose.
When the spotter is following them around with third-party global on-screen and voice chat, and maybe even live-streaming everything they see to their friends in the gank squad who are watching, we are essentially dealing with the exact same core problem as the issue of blue-blocking. The spotter doesn’t require much skill, doesn’t even need to fight, it’s immersion-breaking, and the player being followed is victimised.
The player being followed could take out the spotter, but if they do then they turn grey and may get a murdercount from the spotter. The exact same problem with blue-blocking, incidentally.
We are playing a sandbox game after all, and someone with a clever enough brain can probably think of at least half a dozen ways to game every feature without breaking the rules. Would this entail that SV put a toggle for every permutation of creativity that might be deemed an exploit? And what would happen if SV were to take this notion to its logical conclusion, because if you put a toggle for one action that is considered an exploit then by reason you must do so for every other. What kind of game would we be left with if they did?