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PITCHING IS TOO EASY (too many pitchers pitches)

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  • aam34_PSNA Offline
    aam34_PSNA Offline
    aam34_PSN
    wrote on last edited by
    #22

    Yes but it is unrealistic. There is no way I can play 350 innings per season. Especially with rage quits. They should do a rewards ladder like they added in BR. Also missions with specific players that give you points once completed. That would keep me wanting to play. After grinding hours of RS yesterday it just wasn't fun. I don't care if I win or loose I just want to have fun with the game. I have way more fun in events and completing collections no money spent.

    guccigangchuckG 1 Reply Last reply
    1
  • guccigangchuckG Offline
    guccigangchuckG Offline
    guccigangchuck
    replied to Guest on last edited by
    #23

    @aam34_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @guccigangchuck said in PITCHING IS TOO EASY (too many pitchers pitches):

    @aam34_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @guccigangchuck said in PITCHING IS TOO EASY (too many pitchers pitches):

    sinkers have a complete different timing window, they didnt fix high sinkers at all, kind of my only complaint.

    That and no meatballs or mistake pitches. If you miss or mess up with PPP its just a ball. If you are waiting for something to hit you will be waiting all day

    we had that in 20 with analog, but all the top players complained. I actually dont mind the fact that if you mess up on a input a pitch hangs, i'm a very patient hitter, but get bored taking balls that sometimes i'll just start swinging

    This is precisely my argument. Its so boring being a patient hitter in 22.

    im at the point where if i wanted to walk or go 3-2 every time i could, i get its suppose to be like this, but golly a sinker that gets hung would be nice.

    1 Reply Last reply
    1
  • guccigangchuckG Offline
    guccigangchuckG Offline
    guccigangchuck
    replied to Guest on last edited by
    #24

    @aam34_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    Yes but it is unrealistic. There is no way I can play 350 innings per season. Especially with rage quits. They should do a rewards ladder like they added in BR. Also missions with specific players that give you points once completed. That would keep me wanting to play. After grinding hours of RS yesterday it just wasn't fun. I don't care if I win or loose I just want to have fun with the game. I have way more fun in events and completing collections no money spent.

    the 350 inning is equal to about 2 games a day for a month, its not that bad.

    1 Reply Last reply
    1
  • aam34_PSNA Offline
    aam34_PSNA Offline
    aam34_PSN
    wrote on last edited by
    #25

    Huh, never thought of it like this. Maybe its not so bad after all. Ill see where I'm at later and I may grind it out. Thanks!

    1 Reply Last reply
    0
  • CodyWolfgang_XBLC Offline
    CodyWolfgang_XBLC Offline
    CodyWolfgang_XBL
    replied to Guest on last edited by CodyWolfgang_XBL
    #26

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.

    Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.

    I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.

    I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.

    GrizzBear55_PSNG 1 Reply Last reply
    0
  • theu715_PSNT Offline
    theu715_PSNT Offline
    theu715_PSN
    wrote on last edited by
    #27

    Honestly, I think the idea of pitches is totally missed. The reason a high sinker IRL is easier to hit is the moment. The pitch doesn't break like a sinker down in the zone does when it's up high. It tends to just "hang" and that's why it's hit harder. Same with sliders or curve balls. If you throw one up high, it's just not going to break. It's going to have some spin, but it's going to appear to have little to no movement. When guys freeze on a slider up in the zone it's because they're looking for something else and the pitch looks so bad they freeze. The issue in the game isn't that PAR needs to be bigger and give people more meatballs. It's not that pitching needs to be harder, because pinpoint isn't easy and takes lots of practice. It's that pitches need to move appropriately based on where they're thrown. Sinkers up still break like a sinker down causing the pitch to be much harder to hit, especially with the velocity.

    1 Reply Last reply
    1
  • SuntLacrimae50_MLBTSS Offline
    SuntLacrimae50_MLBTSS Offline
    SuntLacrimae50_MLBTS
    wrote on last edited by
    #28

    Sinkers are still absolute [censored] in this game. Broken [censored] pitch.

    1 Reply Last reply
    0
  • Crimson_Monk_PSNC Offline
    Crimson_Monk_PSNC Offline
    Crimson_Monk_PSN
    wrote on last edited by
    #29

    sinkers are broken, they come out the pitchers hand like a breaking pitch. It goes up out the hand and then sinks.....real life it comes out like a fastball and sinks. It throughs my timing off thinking it is a slider or curve...also as the other guy stated, there doesn't seem to be real penalty for throwing off speed high or sinkers high, in real life those balls will be easy to hit. The stupid thing is that I seem to hit low balls better than high regardless of the pitch, this isn't necessarily odd because some guys are better low ball hitters, but still you would think a high change or sinker would be like a beach ball coming up there

    1 Reply Last reply
    0
  • Schwizzle_Nizzle_PSNS Offline
    Schwizzle_Nizzle_PSNS Offline
    Schwizzle_Nizzle_PSN
    wrote on last edited by
    #30

    Considering I've played 9 or 10 RS games this year and I've had a perfect game in my first outting (I beat him 12-0 in 8 innings) and another game I had a perfect into the 7th when he quit, tells you a lot. That's on veteran too when I first started playing RS. I haven't played in a while but I'm like 8-1 or 9-1 right now, I think. All other games I've given up 3 runs at the most, except my single loss game where I got mercy'd, lol.

    1 Reply Last reply
    0
  • GrizzBear55_PSNG Offline
    GrizzBear55_PSNG Offline
    GrizzBear55_PSN
    replied to Guest on last edited by
    #31

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.

    Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.

    I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.

    I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.

    Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.

    The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.

    However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.

    My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.

    Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.

    CodyWolfgang_XBLC 1 Reply Last reply
    0
  • CodyWolfgang_XBLC Offline
    CodyWolfgang_XBLC Offline
    CodyWolfgang_XBL
    replied to Guest on last edited by
    #32

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.

    Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.

    I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.

    I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.

    Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.

    The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.

    However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.

    My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.

    Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.

    They did that already for PPP anyways.

    GrizzBear55_PSNG 1 Reply Last reply
    0
  • GrizzBear55_PSNG Offline
    GrizzBear55_PSNG Offline
    GrizzBear55_PSN
    replied to Guest on last edited by
    #33

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.

    Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.

    I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.

    I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.

    Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.

    The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.

    However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.

    My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.

    Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.

    They did that already for PPP anyways.

    Are you sure? Why would they change it one mode and none of the others? I'm talking about adjustment to what is already in place. They haven't adjusted anything in this regard since launch that i am aware of.

    CodyWolfgang_XBLC 1 Reply Last reply
    0
  • CodyWolfgang_XBLC Offline
    CodyWolfgang_XBLC Offline
    CodyWolfgang_XBL
    replied to Guest on last edited by
    #34

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.

    Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.

    I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.

    I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.

    Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.

    The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.

    However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.

    My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.

    Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.

    They did that already for PPP anyways.

    Are you sure? Why would they change it one mode and none of the others? I'm talking about adjustment to what is already in place. They haven't adjusted anything in this regard since launch that i am aware of.

    The PAR gets to be like a quarter of the strike zone when you put it in the top of the zone. I literally only play online, so I’m not entirely sure if it it behaves the same in other modes.

    There are a couple other pitch/location combos that cause the PAR to get huge.

    GrizzBear55_PSNG 1 Reply Last reply
    0
  • GrizzBear55_PSNG Offline
    GrizzBear55_PSNG Offline
    GrizzBear55_PSN
    replied to Guest on last edited by
    #35

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.

    Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.

    I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.

    I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.

    Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.

    The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.

    However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.

    My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.

    Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.

    They did that already for PPP anyways.

    Are you sure? Why would they change it one mode and none of the others? I'm talking about adjustment to what is already in place. They haven't adjusted anything in this regard since launch that i am aware of.

    The PAR gets to be like a quarter of the strike zone when you put it in the top of the zone. I literally only play online, so I’m not entirely sure if it it behaves the same in other modes.

    There are a couple other pitch/location combos that cause the PAR to get huge.

    Hmmmmm? But it doesn't prevent it from being dotted right? According to people in this thread?

    CodyWolfgang_XBLC 1 Reply Last reply
    0
  • CodyWolfgang_XBLC Offline
    CodyWolfgang_XBLC Offline
    CodyWolfgang_XBL
    replied to Guest on last edited by
    #36

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @codywolfgang_xbl said in PITCHING IS TOO EASY (too many pitchers pitches):

    @grizzbear55_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    @kovz88_psn said in PITCHING IS TOO EASY (too many pitchers pitches):

    I think the concept of the dynamic par for pitches like the sinker high in the zone is a great idea, just hasn't been very effective as implemented. If they could make that work better it would help a lot. For me I actually think they need to shrink the PAR size for a majority of pitches while at the same time increasing the difficulty of getting a perfect pitch.

    Shrinking par is what makes it easier to pinpoint the pitches. PAR needs to be bigger in the parts of the zone where pitches are not normally thrown. A Sinker up in the zone should never sink it should come in flat and slower. Same goes for any breaking ball up in the zone.

    I could see a slider up n away having some late movement if placed right, but thier is a reason they call them hangers. I agree the PAR concept is great, but i think pitches need adjuststing along with each of the 9 squares, not the pitching modes themselves.

    I don’t think they should make the PAR bigger, they just need to make it harder. I’d prefer a small par if you are able to execute something that is difficult in order to keep the pitch in the PAR.

    Maybe i worded it wrong, hard to explain what i'm seeing and then explain in writing. I don't think PAR itself should be bigger across the board.

    The way i pitch w/ meter/classic each one of the 9 squares within the zone has it's own movement for every pitch. Same with the 12 outside zones, and depending on elevation you get a different result which is good. PAR also looks different in each of the zones.

    However pitches like sinker high is not reacting the same way a hanging curve or hanging chaneup does in low part of zone and it should.

    My reasoning for Making PAR bigger on the sinker high and other inapproprite pitches up in zone is so it is more inaccurate. Not neccisarily turn it into a meatball, but rather more apt to be out of zone. But i also think PAR should be smaller for some of the lower squares on some pitches. Which in turn would cut back on the High Meta pitches while also providing good movement/location of pitches within the zone.

    Hope i explained where i was coming from better. I can see what i'm talking about better than explaining in writing.

    They did that already for PPP anyways.

    Are you sure? Why would they change it one mode and none of the others? I'm talking about adjustment to what is already in place. They haven't adjusted anything in this regard since launch that i am aware of.

    The PAR gets to be like a quarter of the strike zone when you put it in the top of the zone. I literally only play online, so I’m not entirely sure if it it behaves the same in other modes.

    There are a couple other pitch/location combos that cause the PAR to get huge.

    Hmmmmm? But it doesn't prevent it from being dotted right? According to people in this thread?

    Not sure how it could be dotted when the PAR is a quarter of the strike zone.

    1 Reply Last reply
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