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Post-GLL Interview with DIG PUBG Player, Adam

Squid

Squid

Tue 21st Aug 2018 - 8:56pm

The GLL Season 2 Finals held from the 10th of August until the 12th are over and we've definitely seen different games compared to the PGI tournament held earlier this year in July. Following this event where #DIGPUBG placed 8th we decided to talk to Adam 'Adam' Didiano from our very own squad and ask him briefly about his thoughts coming out of this tournament. We also discuss PUBG's recent updates aiming to improve the game's optimization and catering to different types of players.

Post-GLL Interview with DIG PUBG Player, Adam

Welcome back! Are you and your squad satisfied with your results at GLL?

Adam: I don't think we'll ever be satisfied with our results until we lift that trophy, but I believe our performance at GLL was our best yet. We didn't make as many individual mistakes as we have in previous tournaments, and we had a chance to win it right up until the last game.

 

What aspects of your gameplay are you looking to improve upon?

Adam: Personally, I am trying to improve my close quarters combat. I feel extremely confident in my medium range engagements, but lack to hit those crucial headshots at CQC. I think a big part about winning fights close range is hitting headshots. Other than that I've been working on improving my skills with DMR's, and I feel I've become pretty confident using the SKS now.

 

You weren’t at PGI this year, did you learn anything from this specific event being a spectator?

Adam: Not being at PGI this year was a huge bummer for us, but we still managed to learn a bunch from watching the event. We learned that some of the Asian teams like OMG and Gen.G Gold like to play passive early game and take less risks. As soon as they have an opportunity to grab a good position in the 3rd circle, they make the jump and take fights to obtain good circle position and control. We also learned that a big part of being successful in 20 team tournaments, is keeping 4 men alive by the end game. If we can manage to keep all our players alive longer we have a higher chance of winning the game.

 

PUBG Corp. had supposedly improved optimization for PGI, what else could they improve upon when it comes to PGI?

Adam: It looked like the game was running really smooth at PGI, and I heard there weren't any crashes either which is a huge plus. Lately PUBG Corp. have been doing amazing work with updating the game and considering feedback from the community. One thing I believe would be a huge improvement moving forward in competitive PUBG would be the addition of assists towards point totals. I feel as if I knock a player and he gets finished from someone else, I should get half the points. This way, stats are more accurate and points are better distributed.

 

BRs have proven to be a subgenre that’s also fun to watch as an eSport, do you think that PUBG is more qualified for eSports compared to games such as Fortnite?

Adam: Since the recent success of PGI, PUBG esports is blowing up. PUBG Corp. did an amazing job marketing the tournament and getting it out there so everyone could see the potential of PUBG esports. I believe PUBG is the most qualified esport in the battle royale genre because of its militaristic feel and ability to be spectated. I feel a game like Fortnite could have a hard time being an esport because of its building aspect. When fights break out, teams try to out build each other and it becomes a real mess for spectators. Going forward, I believe PUBG will be one of the great esports because it has immense potential.

 

Switching topics, what do you think of dynamic weather being added back into the game?

Adam: The addition of dynamic weather is cool for the casual player, but I don't see any way this can be implemented into competitive PUBG. 

 

Some people in the community have frowned upon the addition of limb penetration in PUBG, do you think that this should be PUBG Corp’s development focus?

Adam: The addition of limb penetration is an addition of fairness in the game. Previously, fights were won and lost because people would hit hands instead of the chest. Now, there is less RNG when taking fights, and most of the time the better player will come out on top. Limb penetration was something players wanted for a long time, and personally I am glad it is finally here.

 

The 3D in-game markers and ping system have also been heavily discussed within the community, do you think that these updates will help on a competitive level?

Adam: After many negative remarks regarding the 3D markers, PUBG Corp. decided to re-think the way they implemented them. When they were first announced it seemed like a decent idea, but after trying it in the Test Server, I knew it would be catastrophic for competitive PUBG. Being able to mark anywhere, and seeing that mark through walls basically gave people wall hacks. The 3D markers would also hugely reduce the skill cap, because communication skills are one of the most important in PUBG. Teams that have the best communication usually succeed, but with 3D markers, you would rarely even need to talk. There may be a way to implement the markers differently, but we will have to see what PUBG has in mind.

 

What update(s) would you like to see in the future?

Adam: I would love to see better server optimization in the future because I feel that is the worst thing about PUBG right now. The game is at the best state it has ever been in and I am loving it. If they can keep improving, this game has endless potential.

 

Any final words to finish off this interview?

Adam: Just a big thank you to our fans, Team Dignitas, and our sponsors!

 

We want to thank Adam for participating in this interview, giving us more insight on his thoughts regarding GLL and the PUBG game updates.

If you want to know more about Adam and the PUBG squad, you can follow him on his social media and he also streams PUBG on Twitch:

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