I dont know if this has been posted on the last 5 pages, but a dynamic xp value would fix this. Start by being worth 0 xp, then climb to 100 in 10 seconds, then add another 1 xp pr 10 seconds you have lived, and add 10% of the xp of what you killed this run. So a spawnkilled player killed after 5 secs will be worth 50. If you have lived for 3 mins, killed one tank (400) and 3 people (3 x 100) you will be worth 100+180/10+400*0,1+300*0,1 = 188 xp.
They could also make you "die" if you are downed twice or trice within a set amount of time. Removing XP would be idiotic, as you should always reward players for killing the enemy in a PvP game, even if the enemy if to stupid to just accept defeat. Removing the XP would just reward people who already lost... Also, removing the XP wouldn't stop the killing, as it would still raise the "kill score" and it would be counterproductive not to kill the enemy.
We've recently added a cool down to certain XP events so these sorts of "accidents" won't be profitable.
A better designed game wouldn't have zombie grenades, but instead have heal grenades and revive grenades. Edit: Just changing how often the exp triggers doesn't fix the problem of zombie grenades.
I disagree, so long as the healing grenade is there, it is up to the victim whether they want to bleed out or not.