Sorry, Verra, wasn't meaning to add to any flaming. Also, fwiw, I suspect that Downburst's two points would address most of people's concerns.
Why no one thinks about options menu? Seriously, half of games haves a hundred of cool settings and KAG doesn't have even 10... ( Not talking about head, clantag, controls ). As players are all different, they all have different settings...
Does it need to be frozen for half of respawn time? 5 seconds out of 9 is not a very good ratio imo. Shortening it to 1 second, and removing that weird unlikable zoom would help a lot.
What if instead of panning to who killed you, it zooms out and placed a sort of icon over the person who actually did the killing? A pause, it zooms out a second later, you can move around, and can see that icon floating above the head of the killer. This way it's basically how it was, but implements the "Knowing who killed you" bit into it, still.
Being able to actually follow blobs in spec is really useful though. If you press WASD or click when its following the camera moves away - I don't really see the issue there at all. I think the time should be reduced and it should zoom to them less agressively, but I don't think the follow should be removed, if anything I'd like to see it fleshed out more with an icon over the actor you're following. Shortening it to 1 second would make it far too similar to how it was. Re: Options menu - It's technically possible, but not for Verra to do, and it's a fairly pointless thing to have exposed to the script interface imo. He could expose it via a camera configfile though for those that REALLY want something different - or you could, if you get a script with good functionality and people want it in the game we're happy to oblige, as long as it checks out through testing. We're not going to be taking public patches every week but if its a solution to a controversial issue then great.
As far as I know, you can already see if there is currently enemy in a tunnel when you check the overhead map. But you are right, I think the enemy AND any tunnels should not be visible on the map! That would be really cool, and tunnels could then actually have some impact due to being surprise attacks. Currrently tunneling makes you lose the game most of the time because it does not have any surprise element with it.
I think it only shows those that are visible (Light nearby) that are on an ally's screen. So an ally standing over a dark tunnel that an enemy is digging won't have them visible on a minimap, unless the enemy has a lantern with them. (I hate it when I'm tunneling and some idiot ally is like "LOL LET'S GET LANTERNS HURR"
Yeah I'm fairly sure that's how it is, and it's a very reasonable feature and makes sense. However in regards to death and stuff I like Fuzzy enjoy taking in the sight of my mangled body as I contemplate my next point of attack, it doesn't really bother me as a whole though.