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UFC 6 CAF Feedback
We have had the same CAF archetypes for more than six years now, and the CAF community is getting frustrated. One of the biggest requests from the community is simple: allow us to use our Online Career Mode CAF builds in custom matches and invite modes. Since UFC 5, players have spent countless hours grinding and improving their Online Career Mode fighters, but those builds are locked to a single game mode. It feels disappointing that all that progress cannot be showcased to friends or other members of the CAF community. The CAF community would love one of these options: Allow Online Career Mode builds to be used in custom online matches and invite modes. Add full stat customization for CAF fighters. Introduce new archetypes and expand the CAF system, which has remained largely unchanged for years. We simply want more freedom to use and show off the fighters we've invested so much time into creating. Keeping CAF progression restricted to one mode limits the overall experience and creativity of the community. Can you help us out with this problem please? EA_Mako EA_Vendcera EA_Kent EA_David UFC 6 CAF COMMUNITYBenyamineel1 month agoRising Traveler441Views17likes13CommentsWe should have a way to disable "Flow State"
The flow states is cool but i really wish there was a setting to toggle off the Flow State if you wanted to do so. Especially for Event Creation Simulation its really takes away from the realism of an actual fight. There really needs to be a Toggle On or Off setting just for the Flow State just like there is for the rocked moments and slow motion settings.SolvedLathanWheeler1 month agoSeasoned Newcomer523Views14likes15CommentsUFC 6 General Fixes
Alright, the game has released and there are enough consistent complaints floating around here, the EA Forums, and the subreddit that it makes sense to compile them in one place. The striking improvements are genuinely the best the series has had. Fighter differentiation is real this time in ways it hasn't been before, the parry system has teeth, and body work actually matters now. That stuff deserves credit. But there's a legitimate list of bugs and balance issues that need addressing before this cycle ends, so here it is organized by category. If the devs are reading, hopefully this saves time sorting through fifty individual threads. Controls and Input There are actually two separate controller issues getting conflated in a lot of threads so it's worth separating them. The first is that there's no dedicated layout toggle for switch versus orthodox stance assignments. Players who fight southpaw or who switch regularly need a specific option that maps lead and rear hand commands to a consistent layout regardless of stance. The second is that there IS a setting meant to keep lead and rear hand inputs orthodox regardless of stance and it is simply bugged. Right now this new feature isn't available online. It doesn't do what it says. The inputs swap when you switch stances anyway. Multiple people have reported this and it needs a proper fix, not a workaround. On top of both of those, a chunk of the community wants legacy control toggles back. Specifically an option to revert to the UFC 5 body and leg kick input layout and the older button combo for spinning attacks. Not everyone wants to relearn muscle memory they've had baked in for years. Give people the option and let them choose. Leg Damage and Stance Switching This has been a complaint across multiple games now and it still isn't fixed. Landing leg kicks and building damage does nothing if the opponent can switch stances and immediately stop limping. Leg damage should persist through stance switches because the damage happened to the leg, not the stance. It's a small thing but it breaks immersion and removes real strategic value from committing to leg targeting across three rounds. Clinch Strikes Clinch strikes are still inconsistent. There are situations where an opponent blocks low, the strike should land, and the game fires an auto-escape instead. It's been reported in multiple threads and it's not a fringe case. It happens often enough that people are actively avoiding clinch work in competitive play because the outcomes feel random. That's a real problem for a system that's supposed to reward positional control. Grappling and Ground Game Referees in real MMA almost never stand fighters up from back control. It's one of the most dominant positions in the sport and refs give it extended time because there's legitimate danger to the bottom fighter at all times. The game's stand-up timer for back sitting is noticeably short compared to what would happen in an actual fight and the grappling community has been vocal about it. This is a pure value change. The cage seated position was the headline grappling addition for UFC 6. It needs to be a selectable starting position in Practice Mode. It should have been there at launch. Fighter-specific grappling also needs attention. Ken Shamrock should have leg locks available, especially from top full guard. That's his entire identity as a fighter and a pioneer of the sport and it's a glaring omission. Joshua Van's backpack position also needs to be in the game. Anyone who watched his RNC attempt against Tatsuro Taira knows that spot is as signature as it gets for him. These aren't requests for new mechanics across the board. They're asking for accuracy on specific fighters who are already in the game. Flow State Visuals and Hitsparks The Flow State mechanic itself is fine and most people understand the logic behind rewarding offensive momentum. The visual execution is where it falls apart for a big part of the player base. The black and white screen tint, the muffled audio, the impact effects during activation all make sim players feel like they've loaded into Tekken. There's a dedicated thread on the EA Forums with consistent support asking for a toggle to disable this. The mechanic can stay. The visual and audio presentation just needs to be something players can turn off in settings, especially in Simulation mode where it clashes the hardest. The hitspark effect is worth calling out separately because it's a different complaint from the Flow State visuals. The white flash on blocks and regular strikes during normal exchanges, not just during Flow State, is drawing a lot of heat from the sim crowd. A toggle for hitsparks independent of the Flow State settings would address both issues without touching the underlying mechanics. Venue Lighting + Sphere The venue lighting is a separate issue that's not getting talked about as much as it should. A lot of arenas in the game have a uniform blue tint that washes out the visual presentation and ignores how those venues actually look in real life. Each arena has its own lighting character and the game is flattening all of it into the same wash. It's a presentation thing but this series markets itself on realism and the venues are a big part of that. Plus Sphere Arena has been removed. Please add it back it was awesome. PS5 Performance This one is serious enough that it needs to be near the top of the priority list. There are widespread reports of severe frame drops, lag, and actual console overheating occurring in the Main Menu, the Gym, and the Create-A-Fighter screens. Not during gameplay. In the menus. That's not a minor optimization issue, that's something fundamentally wrong with how those screens are rendering and it needs urgent attention before it causes hardware problems for people. Online Issues The white screen crash is the biggest one. Matches load into an empty octagon or a white screen and force you to quit, which hands you a loss penalty in ranked. This has been known long enough now that it needs to be a priority fix. Getting penalized for a crash you had no part in causing is one of the worst experiences you can give players in a competitive mode. The ranked menu also has "Look for Opponent" buried instead of sitting at the top of the list. Small thing but it's unnecessary friction every single time someone finishes a match and wants to queue again. It should be the first option. Post-fight screen music cutting out when you return to the main lobby instead of carrying over is a minor audio thing but it comes up consistently enough to be worth mentioning. Roster The star rating system is getting roasted on the feedback board and honestly it's deserved. Fighters who aren't ranked are showing up as 4.5 stars while ranked contenders sit at 4. The 100-scale overall system every other EA Sports title uses is cleaner, communicates something meaningful, and is what the community is used to. Going back to it would be a straightforward win. There should be more 4 star and below fighers. Several fighters are locked to a single weight class when they competed in multiple in real life. Conor McGregor and Jon Jones are the names coming up the most. Even if it's cosmetic second-division access without creating separate roster slots, the community wants the history represented. The removal of PRIDE and Zuffa-era legends is also generating real frustration. Licensing may be driving some of it but the community deserves some clarity on what happened there rather than just noticing the absences. There are also meaningful gaps in the current ranked roster. Fighters who are active and ranked right now are missing and with how deep the sport's roster has gotten those gaps are more visible than they used to be.johnmangala1 month agoRising Traveler1.2KViews8likes3CommentsWe need more CAF options.
One of my biggest concerns with UFC 6 is that EA continues to focus almost exclusively on online play while neglecting the customization and offline experience. I understand that online modes are where many players spend their time, but there is still a large group of fans who enjoy creating fighters, building custom rosters, and running offline matchups. For those players, customization feels very limited and hasn't improved much in years. Some of the issues I've noticed include: Limited hairstyle options, with many of them looking unrealistic or outdated. Body types that don't always look natural or representative of real fighters. The same tattoos, mouth guards, and cosmetic options returning year after year. Limited customization for shorts and gear when simple additions like shaders, color customization, and unique designs could add a lot more variety. No editable fight records for players who enjoy creating their own universes and storylines. What frustrates me most is that UFC 3 already allowed much deeper customization. We could fully customize move-sets, yet now we can only choose variant strikes in Career Mode. If the system existed years ago, why not bring it back and expand on it? I enjoy creating fighters and playing against them. A fully customizable move-set helps add fighter uniqueness and allows for a more realistic fighting experience. When playing against AI in UFC 4, it would throw multiple superman punches and spinning techniques a round, almost 10 a round which is very unrealistic for the most part. Being about to pick the move-set would fix this problem easily. For created fighters, I would love to see: Fully customizable move-sets. The ability to select perks. Editable attributes and ratings for offline play. More hairstyles, tattoos, gear, and cosmetic options. Walkout customization, including fighter details, presentation options, and entrance preferences. Better short designs and equipment customization. Editable fight records and career histories. These features wouldn't affect competitive balance if they were restricted to offline modes, but they would dramatically improve replayability and creativity for players who enjoy the sandbox side of the game. The gameplay improvements are appreciated, but created fighters have felt neglected for multiple games now. A deeper Create-A-Fighter system would go a long way toward making UFC 6 feel like a complete MMA experience for all players, not just those who play online.Hand0fGod71 month agoRising Traveler96Views7likes4CommentsOptional Flow State Toggle
I would like an option to disable flow state in offline modes and Career mode. Also for online play and ranked it would be great if players could choose between matchmaking with flow state enabled or disabled. While I get it why the feature was added, it makes fights feel less realistic and more arcade like. A toggle would allow players to choose between the standard UFC 6 fight experience and a more realistic fight experience. I think this would satisfy both groups of players without removing the feature for those who might enjoy it. Thanks! -uljas_ukko68Views6likes1CommentHorrible ragdoll physics and striking controls
The bugy unrealistic KO ragdoll physics are absolutely terrible. It's 2026 with EA 6th UFC game and the physics still haven't been figured out, the ragdoll physics were 100% better in the THQ UFC Undisputed games that were made years before. EA can you figure this out? It's not anything newkingmesir81 month agoSeasoned Newcomer73Views5likes3CommentsFULLY CUSTOM RATINGS FOR OFFLINE CAF’S
I read someone else’s post about wanting the ability to fully customize a CAF’s moveset for offline game modes other than going through career mode. First of all: YES, and PLEASE let us set their attributes as well!! I understand that being able to adjust base ratings on CAF’s can interfere with the way that both online and offline career’s progression is set up, but I assume the bigger issue is players using an overpowered CAF in online modes. However, I have a handful of simple solutions that would make it to where this feature could actually be added to THIS game! 1) Don’t allow CAF’s in online play where you don’t want these problems to occur. 2) Allow us to fully customize a CAF’s ratings and moves strictly for offline modes, but since we would still choose a base and style before customizing, just use that base style for the online and career modes. 3) Just say “oh well”, and allow us to use these fully customized CAF’s everywhere other than ranked championships and online tournaments and anything else that fits that archetype. Two of my favorite things to do of UFC games are creating and playing classic/what-if events, and playing offline tournaments. Sometimes in these events and tournaments when there’s a good matchup, I’ll just sit back and watch both AI fighters go at it. With the ability to customize a CAF’s moves and ratings, these game modes would feel so much more immersive and have more longevity. Without the ability to customize moves and ratings, it’s really not worth creating any fighters at all because their stats can’t keep up with actual competition. None of the attribute presets can actually create a good fighter unless you import the fighter into career and upgrade them. With the ability to customize the moveset and ratings for CAF’s it gives us that much more reason to spend hours on the game trying to perfect that fighters look and feel. I would spend HOURS in the creation suite (enjoying myself) if it went that deep. On top of that, it makes tournaments and events feel more authentic, competitive, immersive, and simply more fun. Currently, the only fighter you can make even close to his actual skills is CM Punk. What if I want BJ Penn? Ngannou? Ben Henderson? Pettis? Lesnar? Eddie Alvarez? I know UFC could care less if I had these fighters in the game since they aren’t licensed, which is fair, but I just feel like the good dramatically outweighs the bad with this topic. If none of my proposed solutions are possible or viable then this might be the most realistic way to meet in the middle (and I’m surprised this hasn’t been in the game before): leave CAF customization exactly how it is, but when we import that CAF into career and upgrade them/change moves, keep track of those changes and let us use that version from career in the base roster for offline modes only. This shouldn’t be hard at all; the only issue I could think of is when retiring on that career, if a player decides to delete that career save slot then I could see how that would cause the CAF’s moves and stats to go back to the base, but as long as the career save slot is still intact, that CAF’s customization should carry over to the base roster. PLEASE PLEASE PLEASE look into this and consider. I love to play online against friends and participate in online tournaments, but adding the ability to fully customize a CAF’s moveset and attributes would make this game last so much longer before it feels like it’s getting old, allow for full immersion, essentially give us another game mode to play around with- with how much time we’d spend doing this, allow for us to bring back a realistic version of our favorite fighters from the past, allow for us to bring in younger prospects who haven’t quite made the roster like Wellmaker, grant the ability to play authentic classic ppv events with all fighters from the real life cars (HUGE for how I like to play), and it wouldn’t cause for fighters in a tournament to have an easy matchup against a CAF with base attributes- even if a real version of said CAF should feel much better.LogiBear12181 month agoSeasoned Novice139Views5likes3CommentsKnockout Physics and Excessive Knockdowns Need Better Tuning
One of the biggest immersion breakers (outside of the dreaded Flow State) in UFC 6 is the current knockout and knockdown system. The ragdoll physics often produce results that simply do not resemble how a human body reacts to being knocked unconscious. Fighters frequently fold, twist, and contort in ways that appear physically impossible. Limbs bend unnaturally, bodies rotate in unrealistic ways, and the overall presentation can look more like a physics experiment than a professional MMA simulation. A knockout should be one of the most impactful moments in a fight. Instead, many finishes end up looking awkward or even unintentionally comedic because the ragdoll system takes over completely. I would rather see a more guided approach to knockouts, even if that means more animation based knockouts vs physics. Even if you could tighten up the ragdoll physics more would be a great improvement. If possible a hybrid system that blends physics with motion captured knockout animations could produce far more believable results while still maintaining variety. Nonetheless, realism should take priority over randomness. The second issue is the frequency of knockdowns. For years, the UFC series has suffered from fights turning into constant knockdown festivals. While dramatic exchanges certainly happen in real MMA, they are the exception rather than the rule. Not every fight looks like Frankie Edgar vs. Gray Maynard. Yet in UFC 6, many competitive matches involve multiple knockdowns before a finish occurs. In reality, fighters often absorb significant damage without repeatedly entering dramatic wobble states or being dropped several times in a round. The current system can make fights feel more like an arcade boxing game than an MMA simulation. I'd like to see: Fewer overall knockdowns. Greater emphasis on cumulative damage. More realistic reactions to strikes. Improved knockout animations and physics. Less reliance on repeated stun and recovery sequences. The striking in UFC 6 has improved in many areas, but the knockout and knockdown systems still feel like one of the biggest barriers to achieving a truly authentic MMA experience. Is this possible through tuning? *Standing TKOs against the cage etc would also be a nice feature.108Views5likes3CommentsChampion Fight Kit Selection
I'm not sure how we are taking steps backwards but, we are currently unable to select Champion Shorts/Fit Kit on any fighter. This was a feature request in UFC 5. It was later added in, yet we are no longer able to do so. While this request may seem miniscule, it adds a depth of immersion for offline players who try run their own UFC "franchise" through Event Creation. Allowing us to keep the authenticity of the actual UFC product with Champions wearing appropriate attire. Please attend to this, as this was a highly demanded in games last iteration..57Views5likes0CommentsFighter Introductions
In UFC 2, 3 and 4 there were detailed fighter introductions. The fighters name, record, height, weight and style were announced by Bruce Buffer, which made the game more immersive and fun. For some reasone since UFC 5 its been removed and is very bland. I understand it not being in online but please add it back to offline fights and career mode.PuppetsOfMaster51 month agoNew Novice34Views5likes0CommentsCareer mode/compelling longevity
I’ve been playing the UFC series for years and participated in the UFC 6 beta. The improvements to striking, animations, pacing, and overall presentation are excellent. The fights themselves feel better than ever. My biggest concern is career mode. While the visuals and menus have been refreshed, the actual career experience feels nearly identical to UFC 4 and UFC 5. After a few hours, I’ve already seen most of what the mode has to offer. The biggest issue is longevity. UFC games typically have multi-year life cycles, and career mode should be a mode players can invest hundreds of hours into. Right now, there isn’t enough variation between careers to encourage multiple playthroughs. Some areas I’d love to see expanded: Meaningful career branching and decision-making. Rivalries that affect opportunities and storylines. Different paths to a title shot. More dynamic interactions with promotions, rankings, and contracts. Expanded fighter customization. New tattoos, hairstyles, gear, and cosmetic options. Training camps that feel different depending on coaches and gyms. Career outcomes that create unique stories rather than following the same formula every playthrough. The gameplay improvements are fantastic, but career mode feels like a missed opportunity. For dedicated players, the fighting is better than ever, yet the long-term progression systems haven’t evolved at the same pace.jacobdalton151 month agoSeasoned Newcomer619Views4likes0CommentsFighter Likeness Should Extend to CPU
First, I want to give credit where it's due. UFC 6 has made noticeable improvements to fighter likeness. The updated models, animations, stances, signature strikes, and overall presentation do a great job capturing the look and feel of many real-life fighters. Unfortunately, that authenticity often stops once the fight begins. Many fighters still feel like variations of the same underlying AI with different attributes. While they may look unique and have their own animations, their decision-making can often feel surprisingly similar. Common examples include: - Throwing combinations while clearly out of range. - Repeated double uppercuts (sometimes triple) and other questionable strike selections. - Repeated ballerina twirl (feinting the spinning elbow). - Overly aggressive output regardless of fighter archetype. - Poor long-term stamina management. - Limited adaptation during the course of a fight. - Distinct fighter styles becoming less noticeable once the fight is underway. I understand there are already gameplay sliders and AI settings that allow players to adjust things such as striking output, stamina consumption, damage, recovery, and other fight variables. Those options are appreciated and absolutely have their place. However, my concern isn't primarily about numerical tuning. It's about the underlying decision making of the AI. Even with sliders adjusted, fighters can still make unrealistic choices because the issue isn't necessarily how much they're throwing—it's why they're throwing. A more advanced baseline AI would go much further than simply adjusting output percentages or stamina values. The foundation should be built around: - Fighter IQ and decision-making. - Range awareness. - Stamina awareness and resource management. - Risk assessment. - Style-specific tendencies. - Adaptive game planning. - Awareness of fight context and scorecards. - More natural setups, feints, and reactions. A realistic AI shouldn't just react to what is happening moment to moment. It should understand the broader state of the fight. For example: - A fighter comfortably winning on the scorecards may become more selective and prioritize risk management. - A fighter who is down two rounds should become increasingly urgent and willing to take risks. - A fighter who believes they need a finish should actively pursue one rather than continuing to fight as if the bout is even. - A fatigued fighter should adjust their approach instead of continuing to throw at the same pace. - A hurt fighter may become more defensive, desperate, or opportunistic depending on their style and tendencies. Most importantly, fighters should have stronger behavioral identities. For example: - Max Holloway should pressure with volume and pace. - Israel Adesanya should manage distance, set traps, and counter. - Alex Pereira should be patient, selective, and dangerous without excessive output. - Merab Dvalishvili should overwhelm opponents with relentless pressure and wrestling. An Adesanya fight should feel fundamentally different from a Holloway fight. A Pereira fight should feel different from a Merab fight. The challenge should come from solving different styles rather than facing the same AI with different attributes. I know some players will point out that online opponents can already provide this variety. A skilled player who chooses Adesanya may fight like Adesanya. A Holloway player may push a relentless pace. UFC 6 has done a better job than previous entries at encouraging players to lean into the strengths and identities of the fighters they select. However, not everyone primarily plays online. For offline players, the AI is the sport. Career Mode players, tournament players, event creation players, and people who simply enjoy fighting the CPU rely entirely on AI behavior to create authentic matchups. When fighter identities break down, a major part of the UFC experience is lost. In fact, stronger behavioral AI could also serve as a teaching tool for newer players. If fighters naturally behaved more like their real life counterparts, players would begin to intuitively understand how certain fighters are meant to be used. They could learn pacing, distance management, pressure fighting, counter fighting, and stamina conservation through gameplay itself rather than having to study menus, ratings, or external guides. The series has made tremendous strides in visual authenticity. The next major step should be behavioral authenticity. The goal isn't simply less output or more stamina drain. The goal is smarter fighters that make smarter decisions and better reflect the athletes they are meant to represent. Fighters should not only look like their real life counterparts they should think and fight like them as well. Lastly, if any developers happen to read this, I would genuinely be interested to know whether this is something that can realistically be improved through UFC 6 updates, or if this type of AI overhaul is something that would need to wait for UFC 7. I'd love to hear how much flexibility currently exists within the AI systems and whether this is something that can be adjusted, tuned, or implemented with the current title.195Views4likes7CommentsMy issues with UFC 6
1. The Flow State system is absolute garbage. Anime glows, trails, colorful sparkles — it looks like a cheap arcade fighter, not an MMA sim. It's an eyesore and completely kills the atmosphere. 2. The impact sounds are disgusting. Instead of heavy, meaty punches, I hear wet noodles or celery crunching. There's no weight, no "thud", no realism. 3. You CANNOT turn off these effects or sounds. No toggle in settings. We're forced to eat this crap. 4. This is false advertising. They promised a simulation, but delivered arcade diarrhea with visual noise. Why break what was working? All we needed was better physics, graphics, and a few new modes. 5. The game doesn't bring fun — just frustration. It's a mental pain in the **bleep**, not a fighting sim51Views4likes0CommentsAdd Russian language in UFC 6
Yes, we are back to the same question that was already raised in 2023, when you gave a negative response. Well, it’s 2026 now, and based on the information already revealed about the game, there will be a huge amount of content that players will need to understand through written text. This is especially true for tutorials and training modes, where you’ve added a massive number of new mechanics designed to help players improve and become better at the game. It is very disappointing that Russian-speaking players are being faced with an invisible wall that effectively prevents them from fully learning and progressing in the game. The previous discussion on this topic generated significant engagement from the community in terms of activity, likes, reposts, and overall interest. You should understand that there is clear demand for Russian localization. I am confident that implementing it would not cost your company an enormous amount of money, while at the same time demonstrating that you are not turning your back on one of the largest and most active Russian-speaking MMA and UFC communities. As always, we look forward to your feedback and hope to hear some good news.334Views4likes1CommentWithout question worst fighting game ever let alone worst ufc
This is the most miserable, terrible just pile of **bleep** you guys have made. 2 was goated 3 was great in game, not menu navigation and move and skill unlocks. You guys took a great franchise and just completely tanked it. We cab only hope for 2030 to hurry the hell up and get here cuz I believe that's when the contract you guys have with ufc is up, and they get as far away as possible from you guys. Absolute garbage. If there is a way to get a refund, I hope I discover it, you guys can have this **bleep** backGramhammer924 days agoRising Novice13Views3likes0CommentsFeature Request: Allow Custom Movesets & Perks for Offline CAFs
The Problem: Currently in UFC 6, creating a character from the main menu completely locks us into rigid, pre-defined Archetype templates. If I want to fight offline against the CPU in 'Fight Now' or custom events, I cannot manually equip a custom combination of individual moves, strikes, or perks. I am forced to use standard templates. Why it Matters: A massive part of the replayability in sandbox combat games is the freedom to create unique, custom fighters with highly specific playstyles for offline simulation. Forcing every custom character into a strict archetype structure ruins creative expression and severely limits offline, casual gameplay against the AI. Proposed Solution: Add a "Custom" Archetype Option: In the Main Menu Create-A-Fighter hub, add a blank archetype option that lets us manually assign any unlocked move, level variant, and perk line-by-line.Separate Offline and Online CAF Systems: If balancing competitive multiplayer is the reason for the archetype restriction, simply flag fully customized CAFs as "Offline Only" so they cannot be taken into ranked online modes. Please give offline sandbox players the freedom to build their own custom move-lists!k13ehzbc1sqd15 days agoSeasoned Newcomer52Views3likes4CommentsBRING BACK FAST STRIKING
The fast striking made the game feel better and different than the last game! I feel like making the punches slower makes the game less fun ands makes it boring. with fast striking You would actually have to think but now with the slow striking it just feels like it a snooze fest and doesn’t wanna make you engage in strikes all that often anymoremanthatisama19 days agoRising Novice47Views3likes3CommentsChampion Shorts for Every Fighter
I like to play create an event and use my imagination to create UFC events and storylines. In UFC 5 if you wanted to crown a new champion you were able to put a champion kit for the fighter you wanted champion that wasn't a champion in real life for example Ian Garry but in UFC 6 I cant do that. Is there anyway y'all could please add this back to the game.BiGbRo2gg22 days agoNew Novice50Views3likes2Comments
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