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D Kill P i t L tDi t ib ti i MMORPG Dragon Kill Points: Loot Distribution in MMORPGs Dragon Kill Points: Loot Distribution in MMORPGs Dragon Kill Points: Loot Distribution in MMORPGs Ernst Gunnar Gran ernstgr@simula no Sven Arne Reinemo svenar@simula no Ernst Gunnar Gran, [email protected] Sven-Arne Reinemo, [email protected] e Ab t t g e r t Abstract a g o r t s Abstract O f h j f l i M i Mlil O li Rl Requirements: Pitfalls: u s a p p o e s s y One of the major reasons for playing Massive Multiplayer Online Role e u s u p p n e s n n i t y One of the major reasons for playing Massive Multiplayer Online Role a t e s u s s m n n o n i o n ex i t Playing Games (MMORPGs) is the possibility to show off your abilities stimulate usage inflation l a t s s e s s o m i o n si o r t i o p l ex Playing Games (MMORPGs) is the possibility to show off your abilities - stimulate usage - inflation m u l n u s n e d o a t i o u s t o r t m p l to other players The more rare your equipment is the higher is the show - bonus support - collusion i m u o n u a i r n a n d f l a t o l l u s t o o m p to other players. The more rare your equipment is, the higher is the show bonus support collusion l l it di t ti S t i m B o F a i R a In f l C o l D i s C o m off value of your character And because rare items are hard to find - low complexity - distortion S B F R In C D C off value of your character . And because rare items are hard to find randomness R D C P + o + + + o + + cooperation between several players is often required This introduces a - randomness R D C P + o + + + o + + cooperation between several players is often required. This introduces a - fairness R ol l n / a + n / a + n / a n / a n / a fli t bt th l d t di t ib t l t i fairness R ol l n / a + n / a + - n / a n / a n / a conflict between the players, and a way to distribute loot is necessary . Bi ddi n g + + - - o - - - W it d th bl f l t di t ib ti i MMORPG d Bi ddi n g Fi d P i o We introduce the problem of loot distribution in MMORPG, and we Fi x ed Pr i ce + o - - o - + + d i li i l i f d i d The five most common loot distribution systems in use today are roll-only bidding fixed price Fi x ed Pr i ce Z er o Su m o o o + + suggest and give a preliminary evaluation of a new and improved The five most common loot distribution systems in use today are roll-only, bidding, fixed price, Z er o Su m - o - - o o + + suggest and give a preliminary evaluation of a new and improved zero sum, and ranking list. Their pros and cons are summarized in figure 1. In a roll-only system R an ki n g Li st - + o - o n / a n / a n / a Dragon Kill Points system zero sum, and ranking list. Their pros and cons are summarized in figure 1. In a roll only system th di t ib ti f l t i b d th d f di h th l ith th hi h t R an ki n g Li st + o o n / a n / a n / a Dragon Kill Points system. the distribution of loot is based on the randomness of a dice, where the player with the highest roll receives the item In a bidding system the players interested in an item have to bid with their G d A P roll receives the item. In a bidding system the players interested in an item have to bid with their += G o o d , o = Av e r a g e , - = Po o r accumulated DKPs and the player with the highest bid wins the loot A fixed price system accumulated DKPs, and the player with the highest bid wins the loot. A fixed price system i h id l d i ll l i i d Th l i di ib d h requires the raid leader to price all relevant items in advance. Then loot is distributed to the player with the highest amount of DKPs In a zero sum system the number of points entering Introduction player with the highest amount of DKPs. In a zero sum system the number of points entering Fig 1 Pros and Cons of different DKP systems Introduction and exiting the system is equal Whenever an item is looted the number of points equal to the Fig. 1. Pros and Cons of different DKP systems and exiting the system is equal. Whenever an item is looted the number of points equal to the Recent research has shown that it is not only the act of playing with others that is important in items value is deducted from the DKPs of the player that receives loot. Then the same number Recent research has shown that it is not only the act of playing with others that is important in MMORPG b l h f h i ff kill h l Bi kill d i f items value is deducted from the DKPs of the player that receives loot. Then the same number f it i lit l bt ll l A ki li t t iti li t f ll l players lose a percentage of their DKP when winning an item players with very low DKP will MMORPGs, but also the act of showing off one’s skills to other players. Being skilled is often of points is split evenly between all players. A ranking list system maintains a list of all players, players lose a percentage of their DKP when winning an item, players with very low DKP will referred to as being elite As a character reaches the maximum level in a game further growth in where the player at the top of the list is first in line when loot is distributed A player that get items for close to free To avoid “free” loot a minimum loss (ML) value should be used ML referred to as being elite. As a character reaches the maximum level in a game, further growth in where the player at the top of the list is first in line when loot is distributed. A player that get items for close to free. To avoid free loot a minimum loss (ML) value should be used. ML elitness can mainly be shown through improved equipment Acquiring even a single new receives loot is moved to the bottom of the list. is a predefined, minimum amount of DKP that a winning player will lose. Whatever is greatest, elitness can mainly be shown through improved equipment. Acquiring even a single new l bl i ih h i h i b l hi h i receives loot is moved to the bottom of the list. th % DKP th ML ill b bt td f th i i l DKP Th i f ML ill valuable item might, however, require the cooperation between many players, which again the p% DKP or the ML, will be subtracted from the winning players DKP . The size of ML will it d fli t bt th l Wh i li ibl f th l t? depend on how the players earn DKP It should be set high enough to reflect the value of the introduce a conflict between the players. Who is eligible for the loot? depend on how the players earn DKP . It should be set high enough to reflect the value of the MMORPGs like World of Warcraft and Age of Conan have simple in game mechanisms for Roll DKP Cut % items won, but still low enough to only come into action for players with low DKP . The MMORPGs like World of Warcraft and Age of Conan have simple in-game mechanisms for Roll DKP, Cut % items won, but still low enough to only come into action for players with low DKP . The it d ti f ML i li th t l DKP i ht d bl th f l ith dealing with loot distribution. These loot distribution mechanisms are, however, typically found introduction of ML implies that a players DKP might drop below zero, therefore a player with dealing with loot distribution. These loot distribution mechanisms are, however, typically found t b i d t f t ii th 15 l Th bl f l t di t ib ti Th RDCP t i l t di t ib ti t it d d b th th th t i negative DKP will not be eligible for more loot until DKP is once again above zero to be inadequate for encounters requiring more than 15 players. The problem of loot distribution The RDCP system is a loot distribution system, introduced by the authors, that imposes no negative DKP will not be eligible for more loot until DKP is once again above zero. in larger groups of players were discovered early by players of EverQuest and in 1999 the guild restrictions on how guild members earn DKP The system rewards players with DKP for in-raid in larger groups of players were discovered early by players of EverQuest, and in 1999 the guild restrictions on how guild members earn DKP . The system rewards players with DKP for in-raid Afterlife created the first Dragon Kill Point (DKP) system to handle loot distribution The basic events like killing bosses and for out-of-raid events such as making potions to other raid A f th li i l ti f th RDCP t i i i fi 1 Whil RDCP Afterlife created the first Dragon Kill Point (DKP) system to handle loot distribution. The basic id b hi d DKP i d l i f di b kill Wh l i i d h events like killing bosses and for out of raid events such as making potions to other raid b It i t th ild t k th t ll b f l th t DKP i di t ib t d i fi A summary of the preliminary evaluation of the RDCP system is given in figure 1. While RDCP idea behind DKP is to award players points for attending boss kills. When loot is acquired, the members. It is up to the guild to make sure that all members feel that DKP is distributed in a fair might be the most complex system the required DKP management could be handled by in player with the most DKP gets the item in exchange for some or all of this person’s DKP The way E g by rewarding the same level of effort by the same amount of DKP and by rewarding might be the most complex system, the required DKP management could be handled by in- player with the most DKP gets the item in exchange for some or all of this person’s DKP . The way . E.g by rewarding the same level of effort by the same amount of DKP, and by rewarding game logics In all other respects RDCP scores well The inclusion of randomness together with introduction of the first DKP system has later led to a myriad of related systems and the tedious tasks with some extra DKP game logics. In all other respects RDCP scores well. The inclusion of randomness together with h % DKP h di d l h RDCP bl h f l introduction of the first DKP system has later led to a myriad of related systems, and the tedious tasks with some extra DKP . Wh i d ll i d l di ih h i f h l DKP the p% DKP cut prevents hoarding and lets the RDCP system balance the treatment of regular abbreviation ‘DKP’ has become a common label for all of them. When an item drops, all interested players toss a dice with the size of each players own DKP . and casual players Furthermore the use of p% cut reduce inflation RDCP also provides abbreviation DKP has become a common label for all of them. It h b d t di th t b ildi DKP t i t f bl i The winner is the one that rolls the highest number In the case of a tie the players with the and casual players. Furthermore, the use of p% cut reduce inflation. RDCP also provides It has become a common understanding that building a DKP system is an act of balancing a The winner is the one that rolls the highest number . In the case of a tie, the players with the support for bonuses and players can not influence the price of items thus avoiding the pitfalls number of sometimes conflicting requirements and avoiding a set of pitfalls Even if the highest rolls reroll using the same size of the dice as before Notice that a player rolling with a support for bonuses, and players can not influence the price of items, thus avoiding the pitfalls number of, sometimes conflicting, requirements and avoiding a set of pitfalls. Even if the highest rolls reroll using the same size of the dice as before. Notice that a player rolling with a of collusion and distortion. The RDCP system seems to be the one system that is best able to requirements do differ among communities there are some important basics We have identified dice twice the size of another player, has three times the chance of winning an item. of collusion and distortion. The RDCP system seems to be the one system that is best able to ti f th i t hil till idi th itf ll F th t di f th requirements do differ among communities, there are some important basics. We have identified fi i f ll bl d DKP ll h h i f ll dice twice the size of another player, has three times the chance of winning an item. Wh l i it th l l % f DKP Th i f i i i d satisfy the requirements, while still avoiding the common pitfalls. Further user studies of the five requirements for a well balanced DKP system, as well as the three most common pitfalls to When a player wins an item, the player loses p% of DKP . The size of p is given in advance. RDCP system remains however as future work avoid E g p could depend on the quality of the item; 25% for rare items and 50% for epic items or a RDCP system remains, however, as future work. avoid. E.g. p could depend on the quality of the item; 25% for rare items and 50% for epic items, or a more fine grained calculation of p based on various item statistics could be used Because more fine grained calculation of p based on various item statistics could be used. Because “Running a guild is like running a business in a very real sense However instead of holding a Running a guild is like running a business in a very real sense. However, instead of holding a paycheck over someone’s head to get them to cooperate you have to deal with intangibles like loot paycheck over someone s head to get them to cooperate you have to deal with intangibles like loot and DKP ” and DKP. S WW l Sparc, WoW player, “Either we use a DKP system or we can’t raid It’s that simple ” Either we use a DKP system or we can t raid.It s that simple. C GM L RO l Custos, GM, LotRO player Many guilds have been disbanded and dissolved due to loot arguments ” Many guilds have been disbanded and dissolved due to loot arguments. http://www.wowwiki.com/Create_a_DKP “All ild h t DKP t t t l l t I' GM f ild I h ffi d t ff “All guilds have to use a DKP system to control loot. I'm GM of my guild, I have officers and stuff, rd r r I ild di b d lit d t ff b f DKP M ild l t l t f l everyday on my server I see guild disband, split and stuff because of DKP. My guild lost a lot of Loot example members cause DKP ” members cause DKP. Vahkagarvah, WoW player "Th ild i i t di b d if DKP i t fi d b 8 US E t!" "The guild is going to disband if DKP is not fixed by 8am US East!" h // ddi ild / http://www.blotslauget.org/ O i’Li 40 t i l li t i th ii l l fW ld fW ft Marok, EverQuest2 player http://www.addictguild.com/ Onyxia’s Lair a 40-man at maximum level instance in the original release of World of Warcraft A 24-man raid encounter by the guild Addiction in Age of Conan
Transcript
Page 1: D Kill P i t L t Di t ib ti i MMORPGDragon Kill Points ...netgames2008.cs.wpi.edu/slides/gran-poster.pdf · D Kill P i t L t Di t ib ti i MMORPGDragon Kill Points: Loot Distribution

D Kill P i t L t Di t ib ti i MMORPGDragon Kill Points: Loot Distribution in MMORPGsDragon Kill Points: Loot Distribution in MMORPGsDragon Kill Points: Loot Distribution in MMORPGsgErnst Gunnar Gran ernstgr@simula no Sven Arne Reinemo svenar@simula noErnst Gunnar Gran, [email protected] Sven-Arne Reinemo, [email protected], g ,

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fairness Roll n/a +n/a + - n/a n/an/aconflict between the players, and a way to distribute loot is necessary. Bidding + +- - o - --p y , y y

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d i li i l i f d i d The five most common loot distribution systems in use today are roll-only bidding fixed priceFixed PriceZero Sum o o o ++suggest and give a preliminary evaluation of a new and improved The five most common loot distribution systems in use today are roll-only, bidding, fixed price, Zero Sum - o- - o o ++suggest and give a preliminary evaluation of a new and improved

zero sum, and ranking list. Their pros and cons are summarized in figure 1. In a roll-only system Ranking List - +o - o n/a n/an/aDragon Kill Points systemzero sum, and ranking list. Their pros and cons are summarized in figure 1. In a roll only systemth di t ib ti f l t i b d th d f di h th l ith th hi h t

Ranking List +o o n/a n/an/aDragon Kill Points system. the distribution of loot is based on the randomness of a dice, where the player with the highest, p y groll receives the item In a bidding system the players interested in an item have to bid with their ’ ’ G d ’ ’ A ’ ’ Proll receives the item. In a bidding system the players interested in an item have to bid with their ’+’ = Good, ’o’ = Average, ’-’ = Pooraccumulated DKPs and the player with the highest bid wins the loot A fixed price system

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Fig. 1. Pros and Cons of different DKP systemsand exiting the system is equal. Whenever an item is looted the number of points equal to the

Recent research has shown that it is not only the act of playing with others that is important in items value is deducted from the DKPs of the player that receives loot. Then the same numberRecent research has shown that it is not only the act of playing with others that is important inMMORPG b l h f h i ff ’ kill h l B i kill d i f

items value is deducted from the DKPs of the player that receives loot. Then the same numberf i t i lit l b t ll l A ki li t t i t i li t f ll l players lose a percentage of their DKP when winning an item players with very low DKP willMMORPGs, but also the act of showing off one’s skills to other players. Being skilled is often of points is split evenly between all players. A ranking list system maintains a list of all players, players lose a percentage of their DKP when winning an item, players with very low DKP will, g p y g

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where the player at the top of the list is first in line when loot is distributed A player that get items for close to free To avoid “free” loot a minimum loss (ML) value should be used MLreferred to as being elite. As a character reaches the maximum level in a game, further growth in where the player at the top of the list is first in line when loot is distributed. A player that get items for close to free. To avoid free loot a minimum loss (ML) value should be used. MLelitness can mainly be shown through improved equipment Acquiring even a single new receives loot is moved to the bottom of the list. is a predefined, minimum amount of DKP that a winning player will lose. Whatever is greatest,elitness can mainly be shown through improved equipment. Acquiring even a single new

l bl i i h h i h i b l hi h ireceives loot is moved to the bottom of the list. s a p ede ed, u a ou t o t at a w g p aye w ose. W ateve s g eatest,

th % DKP th ML ill b bt t d f th i i l DKP Th i f ML illvaluable item might, however, require the cooperation between many players, which again the p% DKP or the ML, will be subtracted from the winning players DKP. The size of ML willg , , q p y p y , gi t d fli t b t th l Wh i li ibl f th l t?

p g p ydepend on how the players earn DKP It should be set high enough to reflect the value of theintroduce a conflict between the players. Who is eligible for the loot? depend on how the players earn DKP. It should be set high enough to reflect the value of the

MMORPGs like World of Warcraft and Age of Conan have simple in game mechanisms for Roll DKP Cut % items won, but still low enough to only come into action for players with low DKP. TheMMORPGs like World of Warcraft and Age of Conan have simple in-game mechanisms for Roll DKP, Cut % items won, but still low enough to only come into action for players with low DKP. Thei t d ti f ML i li th t l DKP i ht d b l th f l ithdealing with loot distribution. These loot distribution mechanisms are, however, typically found introduction of ML implies that a players DKP might drop below zero, therefore a player withdealing with loot distribution. These loot distribution mechanisms are, however, typically found

t b i d t f t i i th 15 l Th bl f l t di t ib ti Th RDCP t i l t di t ib ti t i t d d b th th th t ip p y g p , p y

negative DKP will not be eligible for more loot until DKP is once again above zeroto be inadequate for encounters requiring more than 15 players. The problem of loot distribution The RDCP system is a loot distribution system, introduced by the authors, that imposes no negative DKP will not be eligible for more loot until DKP is once again above zero.q q g p y pin larger groups of players were discovered early by players of EverQuest and in 1999 the guild restrictions on how guild members earn DKP The system rewards players with DKP for in-raidin larger groups of players were discovered early by players of EverQuest, and in 1999 the guild restrictions on how guild members earn DKP. The system rewards players with DKP for in-raidAfterlife created the first Dragon Kill Point (DKP) system to handle loot distribution The basic events like killing bosses and for out-of-raid events such as making potions to other raid A f th li i l ti f th RDCP t i i i fi 1 Whil RDCPAfterlife created the first Dragon Kill Point (DKP) system to handle loot distribution. The basicid b hi d DKP i d l i f di b kill Wh l i i d h

events like killing bosses and for out of raid events such as making potions to other raidb It i t th ild t k th t ll b f l th t DKP i di t ib t d i f i

A summary of the preliminary evaluation of the RDCP system is given in figure 1. While RDCPidea behind DKP is to award players points for attending boss kills. When loot is acquired, the members. It is up to the guild to make sure that all members feel that DKP is distributed in a fair

y p y y g gmight be the most complex system the required DKP management could be handled by inp y p g q ,

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player with the most DKP gets the item in exchange for some or all of this person’s DKP. The way. E.g by rewarding the same level of effort by the same amount of DKP, and by rewarding game logics In all other respects RDCP scores well The inclusion of randomness together withintroduction of the first DKP system has later led to a myriad of related systems and the tedious tasks with some extra DKP

game logics. In all other respects RDCP scores well. The inclusion of randomness together withh % DKP h di d l h RDCP b l h f lintroduction of the first DKP system has later led to a myriad of related systems, and the tedious tasks with some extra DKP.

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abbreviation ‘DKP’ has become a common label for all of them. When an item drops, all interested players toss a dice with the size of each players own DKP.p p g y g

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and casual players. Furthermore, the use of p% cut reduce inflation. RDCP also providesIt has become a common understanding that building a DKP system is an act of balancing a The winner is the one that rolls the highest number. In the case of a tie, the players with the support for bonuses and players can not influence the price of items thus avoiding the pitfallsg g y g

number of sometimes conflicting requirements and avoiding a set of pitfalls Even if the highest rolls reroll using the same size of the dice as before Notice that a player rolling with asupport for bonuses, and players can not influence the price of items, thus avoiding the pitfalls

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of collusion and distortion. The RDCP system seems to be the one system that is best able toti f th i t hil till idi th itf ll F th t di f threquirements do differ among communities, there are some important basics. We have identified

fi i f ll b l d DKP ll h h i f lldice twice the size of another player, has three times the chance of winning an item.

Wh l i it th l l % f DKP Th i f i i i dsatisfy the requirements, while still avoiding the common pitfalls. Further user studies of the

five requirements for a well balanced DKP system, as well as the three most common pitfalls to When a player wins an item, the player loses p% of DKP. The size of p is given in advance.y q g p

RDCP system remains however as future workq y , pavoid

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more fine grained calculation of p based on various item statistics could be used Becausemore fine grained calculation of p based on various item statistics could be used. Because

“Running a guild is like running a business in a very real sense However instead of holding a Running a guild is like running a business in a very real sense. However, instead of holding a paycheck over someone’s head to get them to cooperate you have to deal with intangibles like loot paycheck over someone s head to get them to cooperate you have to deal with intangibles like loot and DKP ”and DKP.

S W W lSparc, WoW player,

“Either we use a DKP system or we can’t raid It’s that simple ”Either we use a DKP system or we can t raid.It s that simple.C GM L RO lCustos, GM, LotRO player

“Many guilds have been disbanded and dissolved due to loot arguments ”Many guilds have been disbanded and dissolved due to loot arguments.y g ghttp://www.wowwiki.com/Create_a_DKP

“All ild h t DKP t t t l l t I' GM f ild I h ffi d t ff “All guilds have to use a DKP system to control loot. I'm GM of my guild, I have officers and stuff, g K y G f y g , ff ff,r d r r I ild di b d lit d t ff b f DKP M ild l t l t f l everyday on my server I see guild disband, split and stuff because of DKP. My guild lost a lot of Loot example y y y g p ff f y g f

members cause DKP ”p

members cause DKP.Vahkagarvah, WoW player

"Th ild i i t di b d if DKP i t fi d b 8 US E t!""The guild is going to disband if DKP is not fixed by 8am US East!"g g g f K f x yh // ddi ild /

http://www.blotslauget.org/

O i ’ L i 40 t i l l i t i th i i l l f W ld f W ft Marok, EverQuest2 player http://www.addictguild.com/

Onyxia’s Lair – a 40-man at maximum level instance in the original release of World of Warcraft , Q p yA 24-man raid encounter by the guild Addiction in Age of Conany g g

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