Archive

Posts Tagged ‘voice chat’

 

Reds 24 10 Banner

 

Topics Banner

 

Here are the most recent news in each category:

Red Post Collection Thumbnail Official Site Post Thumbnail PBE Update Post Thumbnail

Current Sale Thumbnail Current Rotation Thumbnail

 

 

Some gameplay work in progress general gameplay thoughts

Meddler Final PortraitHi all!

Wanted to share a few of our thoughts on where we’re up to on some currently topical gameplay stuff. Trying out a different approach here with just quick updates on a number of topics rather than a focus on a couple of things (feedback on that much appreciated!).


The Preseason:

  • We’ve been putting a lot of work into updates for the upcoming preseason patch over the last couple of months, with changes to champions, items, vision etc. We’re getting very close to putting that stuff on PBE (all going according to plan).

 

Kindred Final Portrait

  • Kindred have been out for about a week now and we’re starting to see players get to grips with their kit. So far we’ve been really happy with the state of their release balance, so 5.21 won’t contain any buffs or nerfs, just some bug fixes. Really interested to see where they end up over the next couple of patches, there’s some definite learning curve there and we’re also seeing people experiment with them in a range of positions with a mix of success and failure.

 

Mordekaiser Final Portrait

  • Morde’s a pretty topical dude at the moment. Our belief is that he’s too strong in a duo lane, despite previous nerfs, so we’re going to be reducing the amount of bonus XP he gets from his W in 5.21. Our hope is that that will then give us some room to buff his base stats, bringing his solo laning closer to his duo lane performance. That’s something we’ll likely do as a follow up change though (potentially in 5.22), once we’ve got a read on what the impact of the XP reduction was.

  • Thematic side note for anyone that’s interested and hadn’t already heard – we’ll also be changing his title to ‘The Iron Revenant’ rather than the previous ‘Lord of Death’ (Iron Revenant being a player suggested title update that we felt did a great job of merging different thematic elements from Morde).

 

Poppy Final Portrait

  • Works heavily underway on Poppy. She’ll be the next really big champion update that goes out (Sion/GP sort of scale, so full overhaul of abilities, visuals, voice etc). Her E’s the only ability effectively ported over from her old kit, feel we’re going for’s still very much small, noble, determined warrior who smacks others around with a large hammer.

 

World Champs

  • Worlds has been getting a lot of attention for the Gameplay teams of course. We’ve been really enjoying the diversity of picks in some positions (mid lane especially), though are seeing that some others could do with more help (jungle for example). Some outlier champions that definitely seem too strong (Morde, GP, Darius etc), some of whom we’ve already nerfed post 5.18, some of which we’ve got stuff underway for. A number of champions too that we don’t yet have plans for, but are keeping a really close eye on and talking about quite a bit (Tahm Kench for example).

 

Upcoming Champs

  • We’ve had a couple of trends with new champions recently that have helped opened up new gameplay space (non damage utility ults) and thematic space (creatures of myth). We’ve been pretty happy with how those explorations have gone, we don’t have to overdo them though. Next set of champs we’ve got underway are going for a bit of contrast with that as a result, with a few more damage/combat focused ults and characters who are somewhat more a part of the regular world of Runeterra.

 

General Balance Changes

  • Since a lot’s going to change in the upcoming preseason patch we’re generally holding off on smaller balance changes for a little bit, given which characters are a bit too weak or a bit too strong could change significantly in the near future due to systemic changes.

[ Link to Post ]

 

 

I think we should get a developer post like this every 3 or 4 patches

Meddler Final PortraitI’m also interested in finding something along those sort of lines. Still trying to figure out exact format, frequency, style etc, with this post as one test of what works for people versus what doesn’t.

[ Link to Post ]

 

 

Meddler Final PortraitI’ll be trying to do these every so often. Buffs/nerfs/updates are one of the things I’ll be best able to cover, new champ ideas by contrast we generally prefer not to talk about until the champion’s ready. Game modes and skins by contrast are outside of my own area of expertise, so I’ll leave discussion on those to the folks who work on them who are much more able to talk about them usefully.

[ Link to Post ]

 

 

Has Ao Shin been scrapped delayed due to animation issues with his body

Ao Shin Single Banner

Meddler Final PortraitAo Shin got put on hold quite a while back, in large part due to technical issues with making a serpentine creature look like we wanted in game. Plan’s always been to look at Ao Shin again once we’ve got the tech to do those body animations properly.

[ Link to Post ]

 

 


Will we get another champion this year

Meddler Final PortraitCurrent expectation is that Kindred will not be the last new champ of the year.

We will continue to look for opportunities to get classes into less common positions, that’s not going to be a good fit for some champion concepts though.

[ Link to Post ]

 

 

Why are you scrapping Poppys Q in her rework

Poppy Single Banner

Meddler Final PortraitPoppy’s Q is a very functional spell, but we felt there was opportunity to shift to something with more play and interest to it.

[ Link to Post ]

 

 

Meddler Final PortraitShe’ll be more focused at controlling a fight and fighting people over longer periods over time than exploding a dude really quickly.

[ Link to Post ]

 

 


Will there be any changes to Sightstone in the Preseason

Meddler Final PortraitSightstone upgrades will be part of the changes. Intent is to still keep those in a position where they’re generally more appealing on supports than other classes though.

[ Link to Post ]

 

 

Do you think Cassiopeias in a good state

Cassiopeia Single Banner

Meddler Final PortraitSpeaking frankly about Cass:

  • We don’t believe Cass is in a good state post rework.
  • We also don’t believe pre-rework Cass was in a good state either.
  • We would like to do some work (scale unknown, though extremely unlikely to be a full scale rework) on Cass next year.

  • How that work will be prioritized hasn’t been determined yet. There are a number of other projects it’d have to be traded off against on either the Live Gameplay (balance) team or the Champion Update (reworks) team (projects like Ryze, Azir, Taric, Yorick etc).
  • Even if we do do work on Cass next year I can’t offer any promises as to when that might be. Could be some small stuff early in the year and some medium work later, just balance/QoL changes at some indeterminate point, a moderate sized piece of gameplay work late in the year etc.

[ Link to Post ]

 

 

Why is Azir on your Gameplay update list

Azir Single Banner

Meddler Final PortraitAzir’s kit is sufficiently difficult to learn that it doesn’t seem to currently be possible to put him in a spot where he’s sufficiently balanced for experienced players without being extremely inaccessible to people unfamiliar with him. Learning curve and skill ceiling are great of course, in this case Azir’s skill floor’s too punishing though. Current intent is to look at ways to make him somewhat more accessible, with if needs be, some nerfs to his top end if those changes buff him there too.

[ Link to Post ]

 

 

Do you have any plans now or in the future to rework or remove crit

Meddler Final PortraitCrit’s definitely got some issues (feeling screwed by RNG when you did everything right especially), so at some point we do want to do some work on it. It does add some variance and risk to otherwise extremely reliable, consistent actions (right clicking/getting right clicked) though, and LoL’s arguably a little too predictable at times at present. We don’t want to simply replace it with a guaranteed damage multiplier as a result and, whenever we do work on it, would want to bundle that with some other systemic changes.

[ Link to Post ]

 

 

Do you think that mana conservationmanagement are good mechanics

Meddler Final PortraitI feel mana management’s a useful lever to have, both in terms of the control it offers over champion power at various points in the game and as an expression of player skill. Having said that I don’t feel that all characters should be mana gated equally. Some melee should arguably be gated in lane, but free to use spells generally on CD later in the game, given the challenges they have getting onto targets. Other long range characters, or healers, by contrast should generally have significant costs throughout the game.

[ Link to Post ]

 

 

Whatre your thoughts on energybased resourceless Champions

Meddler Final PortraitResourceless characters and energy users are both types of champion I feel have a good place in the game in terms of the different playstyles, pacings (in lane and after) and abilities designs they allow. I do believe it’s healthy to have mana as the default resource however, with occasional exceptions and we’ll be going through a period of new champions who consistently use mana for a while (last non mana user was Rek’Sai, next 4 upcoming champions at least will probably all use mana).

[ Link to Post ]

 

 

Do you think highmobility Champions are crowding out lowmobility ones

Meddler Final PortraitI believe it’s very possible for high and low mobility champions to coexist in lanes, I don’t think we’ve always given lower mobility champions sufficient compensation for the low mobility price they pay however. Being a low mobility champ should allow you to get access to some pretty powerful stuff that wouldn’t be appropriate on champs with dashes/blinks etc. Kog’Maw and Anivia are good examples to me of where that’s been done right, with both of them being options that more mobile marksmen/mages respectively don’t offer.

[ Link to Post ]

 

 

Are there any buffs planned for Syndra

Syndra Banner

Meddler Final PortraitWe’d still like to make some improvements to Syndra’s passive, probably in a way that added a bit of power to her to. No short term plans for that though, that’ll be a sometime post preseason project (timing uncertain, since our current road map for balance type changes primarily reads ‘Get preseason ready and then follow up on preseason’).

[ Link to Post ]

 

 

What happened to Rivens Edge resource on the PBE Why was it reverted

Riven Single Banner

Meddler Final PortraitThose are currently on hold while the Live Gameplay team’s focused on preseason work. We’ll probably look at Riven against once that stuff’s out, unclear whether those specific changes are what we’d want to go with yet or not though. In the meantime we’re shipping a small nerf to Riven’s ult CD to take a bit of power off her.

[ Link to Post ]

 

 

If you were to nerf Tahm Kench could you just revert some of the buffs he got

Tahm Kench Single banner

Meddler Final PortraitIf we were to nerf Tahm where we did so would depend on where he’s too strong. If that’s something we’ve recently buffed, then certainly, reverting a recent buff would make sense (e.g. if enemy Devour’s now too strong reducing the regurgitate range back down could be a good fit). On the other hand if the issue’s elsewhere reverting a recent buff might not hit the right issue (e.g. if his healing’s too strong nerfing devour range isn’t an appropriately targeted fix).

[ Link to Post ]

 

 

Will the Marksman update be part of the Preseason changes

Meddler Final PortraitYes, Marksmen changes will be in the preseason. We haven’t decided yet which class we might tackle after that (enchanters also isn’t a name or clearly defined subclass we’ve got a consensus on, though it is a term some people have been using internally to describe caster supports like Janna or Nami).

[ Link to Post ]

 

 

Wont Voice Chat solve ingame toxicity People dont say the things they type


Lyte Final PortraitIronically, I just answered a question about voice chat on Ask.fm, which is here:

QUESTION: Are you trying to make the game full PG? (Like even below PG-13) Couse it looks like you are trying to completely remove toxicity when there will always be people that act ughh… silly.Couse for example, voice chat would help immensly but your toxicity “excuse” ruins that idea…

League is a hardcore game, and it’s played by many adults so no, we’re not trying to make it a PG-13 game. In fact, we’re not against offensive language per se. For example, saying “Fuck I missed that skillshot” or “Fuck, that was a bad engage, sorry” is completely fine and is not punished. You’re only punished when you start focusing your language against someone else, for example, “Fuck you asshole, wtf was that play. Uninstll plz.” Of course, hate speech, death threats and more severe language is not OK in any context, and that stuff will be punished with pretty much zero tolerance.

With regards to voice chat, we’re not opposed to voice chat. A lot of research suggests that voice chat between friends is an awesome experience, but voice chat with strangers is more hit and miss. These are known problems with voice chat and these issues exist in every game. If we do voice chat, we’d like to try some new features to tackle these problems but right now, all our development teams are focused on other priorities.

To the OP though, there’s a huge difference between 3rd party voice chat and integrated voice chat. Players that already have a voice chat solution installed, and are willing to add a stranger to their personal voice chat friends list and voice chat in a game are a very different, self-selected population compared to the general playerbase. In many cases, you could say these players are more likely to want to voice chat with others and very few people would do this purposely to yell at someone or be toxic to someone. If we had integrated voice chat, it would be available for everyone in the game, which has very different player behaviors.

[ Link to Post ]

 

 

The Risks of MMR Boosting

Rhojin New PortraitHey Everyone,

A couple months back I made a post regarding MMR Boosting punishments and the updated investigation and identification methods we created for the 2015 Season. Today I wanted to talk about something else in regard to MMR Boosting, the security of your account. By now I’m sure you are all aware of the announcement of the 2015 Ranked Season Rewards; and after seeing what waits for those who reached Gold or higher we have seen a large increase in the number of players receiving MMR Boosts. While it may be tempting to pay for a boost or getting your friend/family member to play a couple games to boost your rank up, there are some serious risks involved in receiving a MMR Boost.

First and foremost, you will receive a MMR Boosting punishment. Your account will be suspended for two weeks, any ranked rewards you may have earned in the past will be stripped from your account and you will be ineligible to receive the 2015 rewards. Now this isn’t an “IF” your account is caught this is a when your account is caught. No matter how elite a booster may claim their methods are, there is no hiding from us.

On top of the punishment looming over a boosted account, the security of the account could also be at risk. Far too many times have we seen players share their information with people offering to boost their account, only to have that person then run off with the account and either sell it to another party or use it for other nefarious means. There are boosters who will boost an account and then report it directly to us for whatever reason they may have. And then there are those who set up sting operations, offer to boost someone and report every player to us who says yes, and they aren’t even contracted through us to do something like this. This is something they do out of their own free will to ensure boosters are removed from the community they love.

But even after being boosted there is no guarantee that an account will remain in the ranking it was boosted to. Throughout the 2015 Season we have seen 35% of boosted accounts drop back down to the ranking they were at before being boosted or lower. So not only is there the MMR Boosting punishment being issued to an account, the numbers show you may drop back down in rank and expose your account information to unnecessary risk.

I will be checking this post throughout the day to answer any questions or concerns you may have.

[ Link to Post ]

 

 

Will the system punish me if Ive played from different locations

Rhojin New PortraitYou shouldn’t have anything to worry about. We know players travel all the time and play from location other than home. When we investigate accounts we make sure to take this into consideration. The last thing we want to do is punish someone because they wanted to enjoy a couple League games while they were on vacation or visiting friends.

[ Link to Post ]

 

 

Does this include friends carrying others through Ranked

Rhojin New PortraitNah, you’re cool. Duoing with a friend is something we allow, even if they were the one doing the carrying. As long as you played on your own account you have nothing to worry about.

[ Link to Post ]

 

 

Rhojin New PortraitAs long as both players are on their own accounts it is not considered to be boosting. Though chances are a challenger player is not going to have a legitimate smurf account that can duo with a bronze player but by some chance they have a legitimate smurf able to duo with a bronze friend it is not punishable in regard to boosting.

Now if the challenger player intentionally lost games to have a lower ranked account in order to stomp lower ranked players or to duo with friends, then the account would be open to another form of punishment.

[ Link to Post ]

 

 

Are you guys sure youre able to catch every booster

Rhojin New PortraitWe are working around the clock on MMR Boosting investigations and we still have a large list of people who are set to be punished for their boosting participation this season. While nothing anywhere is perfect there is a very slim chance someone may get lucky now to avoid detection, but sooner or later their time will come. Also if you feel you have information pertaining to someone who had their account boosted you are more than welcome to send a report to us through the support site. We appreciate these types or reports as it does help us ensure we can identify those who have received MMR Boosts.

[ Link to Post ]

 

Can a player be punished as a result of a false report

Rhojin New PortraitWe never punish anyone based simply because a report was sent in. When any reports are sent in to us we begin an investigation into the reports player, gathering our own information and comparing it to what the reporting player may have sent to us. Only when we are 100% sure that the reported player is guilty will we ever issue a punishment. There are times when players have been reported to me for being boosted and it turned out that the account wasn’t boosted, rather they just had a bad losing streak in their Diamond ranking.

[ Link to Post ]

 

You made it to the end! Here’s some fan-art to wrap up the red posts for Saturday:

 

Lux by Raikoart

KWRjNzO

 


Haunted Zyra by dotswap

tumblr_nwj5zdbUEV1rgdio9o1_1280

 

 

Female Thresh by Gumae

8k3qhPI



If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

News Update June 28 Banner

 

Red Post Collection

Dunkmaster Darius Confirmed!

Single Posts

TL;DR and a Big Announcement!

 

Recent News

 

PBE-June-27-Banner1

Chat-Restriction-Banner

Caitlyns-Design-Banner

 



Ingame Voice Chat Banner

A continuation of yesterday’s discussion on putting voice chat in League as a feature.

 

 

Related Collection

 

Voice-Chat-in-League-Banner

 

 

[ Question ] Why do you consider the statistics from polls on General Discussion invalid?

 

Lyte Riotlink Button Lyte: The forum population isn’t an invalid population. It all depends what type of question you are asking, or what discussions you are trying to have. If you’re trying to ask the overall playerbase how they feel about voice chat, then it’s better to do it in-game to get the most representative sample of players.

However, the forum population is really engaged and passionate about certain topics, and tend to be players who participate in Ranked Modes. So, it’s perfectly fitting to engage the forum playerbase on issues like champion balance or issues related to competitive League.

 

Thresh_Splash_Lantern Riotlink Button davin: It definitely doesn’t invalidate statistics taken here, but those statistics are gathered under very different conditions (non-random sample, self-selection, different sample characteristics in that it’s folks who visit and post on forums, etc.). 

For things that affect the whole community, we can’t just rely solely on what a non-representative subset says. It wouldn’t be responsible or scientific. But that doesn’t mean it’s useless or that we should ignore it! We sure as hell will consider it alongside all the other information we gather, though. We’re not just slaves to data, we use a data-informed approach (i.e., gather information that helps illuminate a situation).

So when it comes to things like voice chat, research into the situation includes surveys, in-client random sample polling, analytics of what happens in those games, and examination of community sentiment. They all factor in. Multi-modal investigation is the name of the game 

 

 

[ Question ] When was the poll on voice chatting in LoL made?

 

LyteRiotlink Button Lyte: It’s a small pop-up at the end of game that was sent out to a random sampling of players. There’s usually no need to send a pop-up to every single player in League; in the social sciences, they’ve done a lot of work showing that surveying a % of the population can usually get meaningful results that represent the entire population as long as the sampling comes from a representative sample (which is why sampling on the forums would be inaccurate). Many social science studies may survey a few hundred people, but in League we usually survey thousands to tens of thousands and usually do surveys for each server separately.

 

 

[ Question ] Why haven’t you provided an explanation of the methods used in this research?

 

LyteRiotlink Button Lyte: Most of the designers and researchers involved with Player Behavior have published papers in the past, so we definitely feel your pain. However, I hope you understand why it doesn’t make sense for us to fully publish detailed methodology in the main post.



To answer some of your initial concerns:
1) It’s super easy for us to identify the use of voice chat through a few different approaches. One, for some apps we can detect whether they interacted with the LOL client in some way. Two, we can confirm this with a end-of-game survey asking players if they used voice chat in the current match (and studies have shown that players are pretty honest with these types of surveys, especially if it’s a neutral activity and not something viewed as socially undesirable). Three, we can analyze chat logs to determine the exchanging of voice chat information. Using combinations of these heuristics and others, we can figure out who in the set of 10 players is using voice chat. 

2) After figuring out #1, yes, we do split the analysis into games that are full premades vs full strangers and everything in-between. We do these splits for most analyses, even when looking at things like Reports and Honor. We have seen time and time again there’s huge differences in the data given the varying premade sizes in each game.

3) We actually also separate the analysis into Wins and Losses, as we sometimes see toxicity levels are higher only during losses for some factors; however, in this case, the numbers trended similarly for both wins and losses.

 

 

[ Question ] Were there any notable differences between regions?

 

LyteRiotlink Button Lyte:  We didn’t see any huge outliers in this research across regions, but there were some nuances in regions like Korea, where many players play in PC Cafes and not at home.

 

 

 

Average MMR in League and why women are mistreated in voice chat

 

I actually do have a claim, Since the spread of players in DotA is significantly different to that of League. There’s more higher ranked players(and a higher % average) than League has. Right now, pretty much everything under plat in League is 98% of the playerbase. DotA does not follow this, in either Ranked or Unranked. One of the reasons the lower MMR doesn’t have a huge % attached to it is because players that can’t play DotA well, often don’t play at all, or very often since it’s not as fun. So the Average MMR is around the middle, which in League terms would probably be about mid gold. Higher Average skill level of all players equates to having higher skilled females in the game. Especially since I constantly see them playing, are in teams with them, and know a few myself. 

5% 1100 10% 1500 25% 2000 50% 2250 75% 2731 90% 3200 95% 3900 99% 4100
100% 4300+
It’s VERY close to this(this is unranked MMR)
I also was not saying that it was a justification as to why women are treated differently in this game. I was merely stating it as one of the possibilities as to why. Which in all likelihood is probably correct, knowing male behavior.

 

LyteRiotlink Button Lyte:  Actually, looking at Elo distributions isn’t the right way to analyze something like this. In every game, the “average” Elo or MMR is arbitrary, and chosen by the designers. 

For example, if I decided that the matchmaking system sets every League player’s Elo/MMR to 2000 when they first join League, you would see over time that the League Elo distribution would have an average of 2000. The fact that DOTA, Smite, League and all these other MOBAs have different distributions of Elo/MMR is just because the designers chose different starting Elo values (and therefore, have different Elo distributions).

Having more female players be “1800 MMR” in League than “1800 MMR” in DOTA isn’t a fair comparison… because those numbers mean completely different things in each ecosystem. Read up Elo Systems on Wikipedia if you’re curious to know the math behind this.

 

 

[ Question ] Where are you getting your statistics from about toxic voice chat users?

 

LyteRiotlink Button Lyte:  Which aspect are you curious about?

For part of the analysis you are referring to, we use a sentiment analysis model to review chat logs from a random sample of non-voice chat using players to a random sample of voice-chat using players. Then we break down the analysis in terms of premade sizes, wins versus losses, so on and so forth.

 

 

[ Question ] Were all 5 members of each team in the voice-chat program for your testing friends? 

 

LyteRiotlink Button Lyte:  The key is whether all 5 people are friends or not. If all 5 players are friends and in voice chat, the experience is better. If all 5 players are strangers, the experience is worse. If some players are in voice, and some are in text, the experience is worse.

 

 

 

[ Opinion ] If there are more highly-rated players and larger average MMR, there will be more high-skill female players

 

LyteRiotlink Button Lyte:  You may want to read up on Elo Systems on Wikipedia.

Do a thought exercise: if I just added a ‘0’ to everybody’s MMR in League of Legends, they’d now have more average MMR than other games. There’s no point comparing Elos across games unless they use the same variables.

You even mentioned that if we raised starting Elo to 2000, the new Bronze 5 might be 1700 MMR. You just explained why we simply can’t compare average MMR across games, unless the scales and baselines are the same.

 

 

[ Question ] Have you talked to similar studios about implementing voice chat?

 

LyteRiotlink Button Lyte: It’s an interesting point. A few other studios who are making MOBAs have also decided to not implement voice chat, and have done similar research. 

The study I mentioned did their research on Halo, but I imagine many of these findings apply across games/studios.

 

 

[ Question ] Isn’t toxicity a result of people being anonymous on the Internet?

 

LyteRiotlink Button Lyte: I’ve heard it said often that people believe toxicity is linked to how much anonymity there is in a given context; however, several studies and experiments have shown that that’s not true. In fact, the key to whether toxicity is present is not whether there is anonymity, but whether there are consequences for actions.

For example, a lot of news websites and social media sites started adding open comment systems that allowed people to comment on public articles or posts, but only if they logged in to Facebook or other apps that revealed your real name and your profile photo. Very quickly, these sites all realized that reducing the anonymity in these contexts did absolutely nothing in reducing the toxicity of the comments and you still had extremely sexist, racist, prejudice or homophobic comments even when people were forced to reveal their “real” name and profile photo.

I emphasized “real” name because I suppose it’s possible for people to create social media accounts that have fake names for the sole purpose of commenting on public articles and posts, but it wasn’t the norm by any means.

One of the greatest misunderstandings is that voice chat will reduce anonymity, which will reduce toxicity.

 

 

[ Suggestion ] Why not have different ways of punishment / reinforcement, so you affect a wider spectrum of players?

 

LyteRiotlink Button Lyte: You’re touching on the key point, which is that different players respond to different punishments. We find that on average, about 67% of players improve their communication patterns after just 1 chat restriction experience. If players get chat restrictions and a reform card from the Tribunal that outlines exactly what behaviors led to their punishment, the reform rate goes up to ~75% (varies a bit depending on the server).

To give a comparison, about 60% of players improve their behaviors after a game ban, and about 70% of players improve their behaviors after a game ban and receiving a reform card. So, on average, chat restrictions tend to do a bit better than game bans when it comes to reform rates; however, game bans tend to force players to create smurf accounts and shift toxicity to lower level players, so there’s an additional consequence to using game bans compared to chat restrictions.

We’re also able to do things like restrict players from specific queues, or remove Ranked Rewards, or a combination of any of these penalties. We’ve also considered things like suspending the ability to use skins or specific champions… but these are untested outside of our research labs so far. 

Regarding positive reinforcement, we’ve always had more plans to add a few more features to Honor. Unfortunately, we pivoted the team to work on Team Builder and want to get back and finish Honor after because we believe it has some of the greatest potential to encourage positive behavior. For example, in the new Tribunal, players that are highly honorable will have a chance to be reviewed in the Tribunal, and if their peers vote them as positive, they will get a reward in-game.

 

 

[ Question ] What’s a reason not to implement voice chat, aside from it making toxic players harder to track?

 

LyteRiotlink Button Lyte: I mentioned this somewhere else, but if a player is using voice chat with strangers and a part of the team is not using voice chat… then on average, the player using voice chat is more toxic in their text-based communication.

So actually, voice chat in many cases makes it even easier to track these players because they end up being toxic in text to the other players on their team who aren’t in voice chat.

 

 

Lee Sin's Dominance Banner

 

 

Lee Sin’s win rate isn’t indicative of his power level

 

Cedriel Riotlink Button Cedriel: There is one thing that you touch on in your post that I liked, bait or not: win rates are not a good indicator of how over/underpowered a champion is. This is because most champions—regardless of strength—are at a disadvantage against certain kinds of kits and playstyles, and so strong champions end up popularizing their own counters.

The way this plays out is fairly complex. A champion’s viability in the metagame depends on how wide of a champion pool can exploit its weaknesses, the general utility and viability of those champions, how it’s affected by itemization changes, and its best-case and worst-case performance against other viable champions. Picture a fighting game-style matchup chart (e.g., http://i203.photobucket.com/albums/a…chup101a-1.png) but with over 100 characters, complicated by having distinct roles and team dynamics and variable item builds.

The metagame stabilizes as people try all these different combinations in play and figure out strategies that work. In the current metagame what has happened is that Lee Sin’s effectiveness as a duelist and extreme mobility make him very effective at counter-jungling and counter-ganking: he can go into your jungle, pick a 1v1 fight in which he has an advantage, and escape by ward-hopping over walls if things get ugly. He also brings both good ganking capability and fair team fight utility. In other words, he’s strong in all areas but exceptionally strong in demolishing the enemy jungler.

The S4 jungle roster has been defined by Lee Sin and the few champions that can take him on evenly in duels while also offering good ganking/team-fight value: Elise, Kha’zix (pre-changes) and Eve (who is viable by playing a different game than the previous three). What win-rates in high-level play reflect is that Lee Sin is well-balanced against these three champions. What they don’t reflect is that he’s crowding out a large number of characters who would simply get pushed out of their own jungle if they got picked.

I think you (OP) realize that both sides in the Lee Sin debate have a point: yes, he does have a high skill-cap; yes, he is rarely banned in high-level play; yes, he has an average win-rate and does not significantly outperform other champions in LCS. Yes, he is extremely strong in the early-game; yes, his kit allows him to demolish many other junglers; yes, he doesn’t require that much skill to do all of this; yes, he doesn’t have significant weaknesses. All of these things are true.

In my eyes, Lee Sin is problematic in that he’s a determining factor for the reduced pool of champions we see in the jungle. I hope that our live balance team can come up with a way to keep his core identity (and the fun factor of comboing his abilities) intact while diminishing his ability to crush a large share of jungling champions.

 

 

[ Opinion ] Tank jungles aren’t viable solely because of Lee Sin

 

CedrielRiotlink Button Cedriel: I wouldn’t say that. Again, a lot of factors influence what is viable in the metagame and what isn’t. Lee Sin is a factor, yes, but if he were to get nerfed I doubt that you would instantly start seeing tank junglers popping up in LCS. Lee Sin existed in S3 too, you know.

 

 

[ Question ] Why did Riot reverted the changes suggested for Lee Sin ?

 

CedrielRiotlink Button Cedriel: Pwyff, who has much more insight into all of this than I do, talked about the Lee Sin changes here.


TL;DR: It’s complicated.

 

 

[ Opinion ] I’d rather have Lee Sin’s power adjusted through changes/buffs to other Champions

 

CedrielRiotlink Button Cedriel: I don’t have visibility into what our balance team is planning for Lee Sin, but they’re doing good work in boosting the viability of support / tanky junglers via itemization.

 

 

 

Dunkmaster Darius Banner

Dunkmaster Darius will be coming soon, as a legendary skin! Here‘s the Reddit thread where I got the images from.

 

Dunkmaster Darius Splash Art

Dunkmaster Darius Splash Art

Dunkmaster Darius Model

Dunkmaster Darius Model

Dunkmaster Darius Q

Dunkmaster Darius Q

Dunkmaster Darius W

Dunkmaster Darius W

Dunkmaster Darius E

Dunkmaster Darius E

Dunkmaster Darius R

Dunkmaster Darius R


 

Lots more on the making of Dunkmaster Darius:


DM (15)

DM (14)

DM (13)

DM (11)

DM (9)

DM (8)

DM (7)

DM (5)

DM (4)

DM (2)

DM (1)

DMSplash

DM (26)

DM (25)

DM (17)

DM (6)

 

 

Single Posts banner

 

 

[ Question ] Why did you state that boobs and miniskirt are what define Caitlyn’s design?

 

Riot Whist Riotlink Button Riot Whist: My intent when I made the post you’re referring to was not that it is what defines Caitlyn, rather it was pointing out that base Caitlyn also has a boob window and a skirt on. I later posted in that thread to confirm that yes her main reads are hat and gun and I was just responding to mention of the other things. That post was intended to provide context and reasons for those elements appearing in the skin.

Everybody working on the skin is pretty happy to see Caitlyn a bit more armored up – she feels more badass and powerful. I think the version we have now will make a lot of players who took issue with it happy.

For a little extra context on it:
She lost armor in production as we worked on ways to make sure she was still readable as Caitlyn (her legs and arms became more bare for the color contrast to help the gun pop). We’re changing her because we do agree with the complaints she is getting, exposing skin to make the gun pop was, in the end, not the only way to make her read correctly.

And this is why we have PBE, it’s not just for balance changes. We want this feed back so we can fix red flags before the skins go on sale. We are extremely open to community opinion and I hope the skin update helps prove that.

I’m also working to try to better word posts in the future so players can more easily understand my points and not accidentally take it out of context.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

News Update June 27 Banner

 

Red Post Collection

Single Posts

Bonus! Awesome Nami Plushie!

 

Recent News

 

PBE-June-27-Banner1

Curse-Voice-Debate-Banner

Fan-Art-Showcase-Joon-Ahn

 

 

Voice Chat in League Banner

Have you ever wished Riot added voice chatting? Ok, scratch that, here’s why voice chat in League should never exist.

 

 

Lyte Riotlink Button Lyte: At Riot, we’re pretty hardcore gamers. Many of us have lived and breathed games like Counterstrike for many years of our lives. Given the features games like these have, every so often, there’s a heated discussion within Riot about voice chat – should we build it in League of Legends? Would it improve the player experience for the average player? Why do some games choose not to integrate voice chat, while others do? Rioters often debate for hours about the pros and cons of voice chat, so we decided to more deeply investigate the impact of voice chat. Every time the discussion comes up, we add a little bit more research to the mix and learn a little bit more about voice chat’s impact on online games.

Due to the recent rise of 3rd party voice chat applications, we decided to take a moment to share some of our findings and explain why we haven’t implemented voice chat in League of Legends, but also why we haven’t closed the doors on it being possible in the future.


Do players want this feature?

One of the critical things I want to highlight is the difference between integrated voice chat with strangers, versus with friends. We often survey League of Legends players on whether they prefer to use voice chat with friends, and over 79% of players agree that it’s a more enjoyable way to play League of Legends. But when you ask League of Legends players whether they prefer to use voice chat with strangers, the agree rate drops to 50%:  1 in 2 players do not want to voice chat with strangers, or don’t care. More importantly, 28% of players disagree. When looking at numbers like these, we have to carefully consider that adding voice chat would actually create an unwanted experience for just over 1 in 4 players. Meanwhile, players who want voice chat already enjoy it with friends using other voice options.

These numbers might seem different than results from online polls or general threads you’ve seen here on the forums, but there are two important variables at play. One, players that tend to visit online forums or communities are aunique subset of the League of Legends population. Two, online polls or questions about voice chat rarely distinguish the difference between voice chatting with friends versus strangers. If you just ask the question “Do you want voice chat in League of Legends?”, most players answer the question through their perspective. Players that prefer to voice chat with strangers say “Yes!”, but so do players that prefer voice chat with friends, leading to bloated numbers and inaccurate perceptions.


What’s the player experience like?

With the recent surge of 3rd party voice chat applications, we were able to do some neat data analysis on the impact of voice chat to the League of Legends experience. We were especially curious as to whether or not these applications created a more enjoyable experience in games where there was voice chat between strangers.

One of the things about voice chat is that more often than not, you end up with games where only a few of the players opt into the application, and the rest are still using text. In our analysis, we found that text-based communication in games where only some of the teammates were in voice chat had up to 126% more racism, sexism, homophobia, and verbal abuse that we all agree have no place in League. Not surprisingly, we also saw that players who were using voice chat with strangers received 47% more reports than your baseline League player.

There have also been a few concerning studies about gender cues and voice chat in other popular, competitive online games. For example, a published paper from Ohio University showed that just giving a cue or sign that you’re a woman on voice chat leads to 300% more negative comments compared to a male voice, or no voice at all.


TLDR:

At the end of the day, voice chat with friends is a great experience, and what League of Legends players actually want. Many players already use voice chat like Skype and Ventrilo with their friends and that’s awesome. But, a system that automatically or easily puts you into voice chat with strangers leads to 126% more toxicity and 47% more reports even when players can opt-out of the experience or mute each other.

Hopefully this gives players more insight into how we think about voice chat.

Lyte

 

 

[ Question ] How did you calculate these statistics?

 

LyteRiotlink Button Lyte: Like Amazon, Google, Facebook and other tech companies, we’ve developed in-house predictive models that can analyze chat logs in real-time and assess the level of certain sentiment. For example, the model can detect whether a chat log was generally positive communication, or generally negative communication, while also being able to specifically look at the frequency of certain words that we’ve labeled or curated as racist or homophobic (like f*g and f*ggot).

Many third party companies also offer similar services, and many game studios use these services to do things like automatic sentiment analysis of social media to determine player perception of a feature, etc. We built one in-house with some experts in machine learning and language analysis because of the nuance required to build such a model for League of Legends, which has it’s own unique lingo and slang.

For issues like premade sizes vs all solos, these factors are all taken into account in most systems in League. For example, most research will take into account the current premade size when considering things like the # of reports filed in a game, and whether it’s higher or lower than the baseline for that specific premade size vs the general League average.

 

 

[ Question ] How are you so confident that talking to strangers will produce toxicity?

 

LyteRiotlink Button Lyte: Results will vary from app to app and implementation to implementation. For example, if a voice chat app is in Closed Beta, the players that apply for beta, install the app and try it with strangers might be more keen on using voice chat with strangers than your typical player. This experience will be completely different than an integrated voice chat solution that enables voice chat very easily for the entire playerbase.

It’s pretty easy to determine if you are using voice chat with friends vs strangers because many apps will have markers that are different when you use it with friends vs strangers. For example, if you’re using Skype with a stranger, you have to somehow exchange your Skype information over chat first. If you’re using Skype with a friend, you already have the friend on your Skype Friend List. If you’re in voice chat with someone you’ve never played a game with before in League, and never play a 2nd game with, more likely that it’s a stranger than a friend. A few simple heuristics makes it really easy to differentiate voice chat with friends vs strangers.

 

 

[ Question ] Ask your co-workers to put a live poll on the main page of this website

 

LyteRiotlink Button Lyte: We did a “live” poll in the game client, so that we had a better representative sample of the playerbase. If we did it on the website, we’d only sample the % of players that tend to visit the forums, which are a completely different demographic than the overall playerbase.

 

 

Chat Restriction Banner

Lyte continues his discussion on the experimental chat restricting system and how it does (and doesn’t do) its job of punishing toxic elements in the game.

 

 

Chat Restriction is an automated system and is often doing its job incorrectly

 

LyteRiotlink Button Lyte: I’m open to hearing your feedback. Even in the Tribunal, Player Support only manually reviews ambiguous cases, or severe cases (that result in bigger penalties).

Even in the chat restriction system, so few players are affected on most servers that Player Support does review a significant portion of the cases and Player Behavior reviews another significant portion. The teams don’t review 100% of cases.

Is the problem you have with the system that there are false positives and positive players being punished, or that we should review 100% of cases regardless of the accuracy of the system?

 

 

Players being chat restricted for not talking

 

LyteRiotlink Button Lyte: Regarding whether players who don’t talk at all should receive additional chat restrictions, it’s actually a very edge case. For example, let’s look at how the system works with this week’s settings and variables.

Let’s take 1000 players that have been chat restricted, and look at what happens with the current system which includes very little feedback.

1) About 67% of players improve their behaviors and never receive a 2nd set of chat restrictions.
– that’s 670 players out of 1000 that are now in neutral or positive standing

2) For many players that receive chat restrictions, not talking at all actually removes their chat restrictions if they received 3-15 game chat restrictions. This is because we agree with Ulanopo, neutral rest states like not talking at all is “good enough” to lift chat restrictions. But, why are some players getting more chat restrictions even when they don’t talk? That leads to point #3.

3) For players that are in the worst 1% of the entire playerbase, they receive 40+ chat restrictions.
– this is about 10 players out of every 1000 players
– since about 67% of players improve their behaviors enough in the 40 games, their chat restrictions are lifted
– this leaves about 3 players out of the 1000 that may receive additional penalties

4) For these worst 1% of players, for these 3 players out of the 1000, it’s sometimes taking ~100-120 games to remove their chat restrictions, even if they don’t talk at all. This means that sometimes these players are going through 3 to 4 batches of chat restrictions. This is because we have not perfected or optimized the tuning of the system, and it should have probably just given these players more chat restrictions to begin with. But, this is why we’re moving rapidly to make sure we experiment efficiently and get to the optimized state ASAP.

We can always tweak the numbers so that players seeing problem #4 need to play through fewer games to reach the “neutral” state. However, due to the lack of transparency, it’s easy to understand why players feel like the problems are more widespread than they are–that’s our fault.

 

 

[ Follow-up ] So whether I talk or don’t talk is a lose-lose situation, since I’ll be punished either way?

 

LyteRiotlink Button Lyte: This is untrue. Many players never talk in-game and just use in-game pings, and they aren’t banned for Refusing to Communicate. A lot of players think they get banned for Refusing to Communicate, but it’s never happened in all my years at Riot.

 

 


[ Opinion ] If I’ve moved from talking negatively to not talking at all, I’ve improved my behavior and shouldn’t be further punished

 

LyteRiotlink Button Lyte: I mentioned this briefly in another post, it’s a bit more nuanced than that. First of all, not talking is fine. Most players don’t talk and just use in-game pings.

However, let’s look at players who have been toxic before, and earned a few penalties. For these players, if they were toxic for 100 games, then don’t talk for 5 games… should we remove their chat penalties? Is the behavior considered fully improved? What if a player was toxic for 1000 games, then did not talk for 1 game? Should we remove their penalties?

 

 

[ Question ] So if I’m ignoring people’s offensive language and still being punished for it, what’s my incentive to improve?

 

LyteRiotlink Button Lyte: If you ignore it all and stay focused on the game, you should stop receiving chat restrictions in the near future. It all depends on a number of factors; for example, if you were being toxic before for 100 games, then ignoring stuff and being positive for 5 games… the system won’t immediately remove your penalties and give you 0 chat restrictions.

At the end of the day, if you continue being sportsmanlike and ignore the trolls, you’ll stop receiving chat restrictions–it might seem slow now, but we’re still tweaking the values on a pretty consistent basis.

 

 

[ Follow-up ] 

 

LyteRiotlink Button Lyte: Players that have never received any penalties before, and not behaved toxic before, will never have an issue not talking.

Players that have been punished before or behaved toxic before are treated differently by systems. So, if players that have been punished recently for toxic behavior do not chat in games, it’s treated as “neutral-negative” and not necessarily positive.

 

 

A computer should not be the final say in people getting punished for behavioural issues, regardless of accuracy. The Tribunal was at least managed by people

 

LyteRiotlink Button Lyte: I agree with many of your points, which is why the chat restriction system is temporary and very experimental. The goal is to take many of the lessons from chat restrictions and incorporate them into the new Tribunal so that we can speed up the Tribunal. 

We’re investigating things like how accurate systems like this can be, and how different types of information can influence the accuracy of the system. For example, is analysis of the chat log more or less important than analysis of player-submitted reports? Or, the comments included in player-submitted reports? Given all the things we record, what data leads to the most accurate decisions?

In the future, we can use a highly sophisticated system like this to determine which Tribunal cases are “ambiguous” and may need more votes, or which are more clear-cut. Alternatively, we could do things like figure out which Tribunal cases are more severe and deserve harsher penalties.

 

 

[ Question ] How can you guarantee innocent players aren’t being chat restricted?

 

LyteRiotlink Button Lyte: As you’ve seen on the forums several times, there’s very few cases of players getting chat restrictions by accident. A lot of players post about their unfair bans, then someone from Player Support will typically reveal that it was well-deserved. It’s 100% not OK for positive players or neutral players to be affected by the system, and we act immediately when such an incident occurs. 

But right now, only 1-2 cases have been overturned since the chat restriction system started handing out penalties.

 

 

[ Suggestion ] When a player is punished, email him/her their chat logs

 

LyteRiotlink Button Lyte: The Tribunal does this, and when the feature comes back it’ll start doing this again.

 

 



[ Question ] What can a chat restricted player do to avoid a secondary “neutral-negative” chat restriction?

 

LyteRiotlink Button Lyte: Right now, approximately 70% of players don’t receive a 2nd set of chat restrictions after their first on ends. Just because you’re chat restricted doesn’t mean you can’t communicate in positive ways.

 

 


Feedback is important for punished players so they know how to reform

 

LyteRiotlink Button Lyte: 100% agree that feedback is necessary and right now it’s disabled because the Tribunal is in upgrade mode. But, chat restrictions are a temporary system, and it’s being experimented with a lot to learn as much as we can about punishment systems so we can incorporate the lessons into the new Tribunal. For example, being able to sort through Tribunal cases with more accuracy, or even better funnel the right cases urgently to Player Support to expedite appeals or harsher bans. Every week with chat restrictions, a few things change, and some parameters change. As a side note, we agree with being more transparent about the system, but we’re still waiting on some servers to get chat restrictions implemented and are waiting for that roll-out before we talk more in-depth about the system.

What’s constructive and super helpful is posts like Ulanopo’s and Eleshkai’s that give us feedback about the concept of chat restrictions; for example, if players feel it’s mandatory for cases to be human-reviewed, that’s an important point that we know the Tribunal will help resolve when it’s back up. What I don’t want to get into the weeds about is the actual tweaking of the variables because those are easily changed in the system when we bring back the Tribunal.

 

 

[ Question ] Why isn’t failure to communicate with the players a much bigger deal?

 

LyteRiotlink Button Lyte: It is a big deal. I mentioned several times that we will strive to be more transparent, but we’re still working overtime on some servers to implement chat restrictions at all. Historically, we’ve done a poor job at making sure every server has the full player behavior feature set; for example, to this day, some servers have never experienced a Tribunal at all and in some servers they don’t have access to LeaverBuster. We need to get these features rolling on these other servers so they can at least match a baseline of player behavior before we keep forging ahead on NA. One of our core goals of the new Tribunal was to make sure that the tech was globally viable, so that we could launch Tribunal globally for the first time in League of Legends. 

But, because standardizing player behavior features across the globe is a massive undertaking, it’s greatly slowed down our communication with players in specific regions (like NA). We’ve been trying to figure out how we can maintain the quality of dialogue, while still ensuring that every player around the world has access to that information. But, it’s a challenge when everything we’d want to discuss needs to be translated and localized in dozens of languages, then we need people like myself who are familiar with the systems actually interacting in every language at every timezone around the world. We’re learning every day on how to do this better, and we aren’t doing a great job today.

 

 

[ Question ] Why don’t you ask players on the Tribunal Ban Inquiries sub-forums for advice?

 

LyteRiotlink Button Lyte: We also know that there’s tons of bright players in TBI/PB forums, and we’ve rewarded them several times for their direct assistance on issues and in giving us a stronger player-perspective on certain things. We’ve invited players several times (if they live locally) to meet with us and talk about the features currently in progress. But right now, we know exactly what the problems are, exactly what we need to change in the systems, and exactly what dialogues we need to re-boot–we’re just trying to figure out how to do it better everywhere, instead of just NA. For example, TBI/PB forums on some servers have gotten 0 responses from anyone in Player Behavior in the entire server’s existence–we need to fix that.

Give us time, and we’ll figure it out. In the past, we’d just post the KB article in NA and sometimes it’d take months before it reached other servers–we can’t be that irresponsible anymore.

 

 

Caitlyn's Design Banner

Caitlyn’s been a hot topic recently, so here are more questions about her re-design answered by our favourite parrot!

 

Related Collections

 

Direction-for-Caitlyn’s-Visual-Update-Banner

Traditional-skin-for-post-vu-Caitlyn-Banner

Caitlyn-VU-And-Armored-Ladies-Banner

 

 

[ Suggestion ] Give Caitlyn a real hunting rifle

 

IronStylus Riotlink Button IronStylus: The way I see her gun is something of an heirloom. A trusty rifle that has served as her tool of choice and that’s a bit anachronistic compared to the other hextech weapons around her.

 

 

 

[ Question ] Will the team enhance her lore to connect more with Vi, Jinx and others from Piltover?

 

IronStylus Riotlink Button IronStylus: I think there’s some agreement that if we did tackle her we’d want to bring her more in line with Vi, Jayce and Jinx. That story and those connections should be strengthened in my opinion.

 

 

 

[ Question ] Did you aim for an actual officer look with Officer Caitlyn or was the design more of a pinup?

 

IronStylus Riotlink Button IronStylus: Can’t say at this point about skin production stuff but I wouldn’t see why anything on her Officer skin would change. It’s pretty much understood that she’s as much of an “officer” as you can be if you went into a costume shop to procure such a getup. It’s not supposed to represent the place where the cop fantasy lives. It’s pure novelty. 

 

 

 

[ Question ] Who is the artist behind Caitlyn’s new splash?

 

IronStylus Riotlink Button IronStylus: Not sure who made it. I’m not too in the loop when it comes to Splash’s cadence or stuff in production.

 

 

 


[ Question ] Where are you in the hierarchy of the concept art team as a Senior artist?

 

IronStylus Riotlink Button IronStylus: It goes: Intern -> Associate -> “artist”, there’s no “mid-level title -> Senior – Lead or Principle -> Director. 

That’s the rough version of the ladder.

 

 


[ Follow-up ] Is it “Director of art” or “Director of concepts”?

 

IronStylus Riotlink Button IronStylus: Usually it’s some sort of Art Director, but the director level often gets less craft-intensive, often focusing on broad initiatives, style, helping people with career development and other leadership duties. There aren’t often specific disciplines that have directors, though RiotBamDragon is our Animation Director, so some do.

 

 


Single Posts banner

 

 

[ Question ] Is Joon Ahn a new recruit at Riot?

 

Note: Joon is a Concept Artist for Riot. I recently shared some of his art; you can check his full gallery here.

 

Zyra_WildfireRiotlink Button fafafafrani: He actually has been at Riot for about a year and a half. His summoner name is boogergames, but if you want to play with him you’ll need to keep in mind that he pretty much only plays Kat mid

You’ve seen his work before, when we had the freljord event
Here is the link to the Freljord image he worked on.
http://payload217.cargocollective.co…4_max_1200.jpg

 

 

[ Suggestion ] Use character design ideas from Dynasty Warriors 8 for future Warring Kingdoms Skins

 

Riot Whist Riotlink Button Riot Whist: I would love to get involved in creating more Warring Kingdom skins personally. There are a ton of cool things we could do.

I’ll bug the concept artists about it.

 

 

[ Suggestion ] No Fog of War Game Mode

 

Riot Tiki Riotlink Button Riot Tiki: I think a mode that plays around with FoW would be interesting, but one that removes and specifically targets new players is a bit tricky. One issue it might face is teaching something that’s going to be hard to unlearn. Namely that your early experience is having so much vision while the harsh reality is that for most games you play you never will have that much vision.

That begin said, it could be cool to have some variant of this idea as a teaching tool. I agree that the importance of vision is huge and something we could probably do a better of conveying to new players. Might make the lives of new and veteran players better 

 

 

Bonus! An Awesome Nami plushie by LittleForestWorkshop!

 

tumblr_n7tzcbCHgn1r9ptjuo2_1280

tumblr_n7tzcbCHgn1r9ptjuo1_1280

tumblr_n7tzcbCHgn1r9ptjuo3_1280

tumblr_n7tzcbCHgn1r9ptjuo4_1280

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]