While Ubisoft goes into great technical detail for those who have an interest in networking technology, the short version is that phases four and three of the four-step server link procedure (called User Datagram Protocol, or UDP) could be reordered from the ISP, R6 credits and also be interpreted as occurring out of order by the game server, due to the speed at which they occur. Server communication could happen before the connection was confessed, causing an unsolvable mistake from functioning 20, and preventing matchmaking. To put it differently, until it had been opened, the game tried to walk through the doorway.

Unfortunately, this difficulty highlighted a issue in how updates, for example Grim Sky, are managed in Siege. The problem was a result of a little optimization intrinsically linked into an otherwise enormous refresh for the game, meaning switching back to an earlier build in which matchmaking functioned would have also meant un-releasing Grim Sky.

This, then, could have collaborated with the large quantity of communication and promotion Ubisoft had been doing at the run-up to the new upgrade, which included everything up to and like a massive, live unveiling at the Six Majors tournament in August. Additionally, it would have caused problems with the season pass, as taking away content season pass players had paid for would have caused a potentially even larger uproar compared to matchmaking problems caused.

Content updates, such as a new year, will now be unrelated to the bigger backend changes, like the optimization which caused all the problems, allowing elements of the match to be rolled back without affecting match content, if a similar problem arise in the future. Even though this might not alter how players experience Siege considerably, it must offer a huge amount of stability to the game and permit problems to be identified and fixed much, much faster.

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