the most common reason is that there are networking issues, such as one players' Internet connection being reset.
Speaking of this, is there any hope of this ever being resolved in Glest? Most games are able to reconnect after loss of connection, and I can't even play games that don't (though, Glest is the only one like this
) in multiplayer. What the game should be doing is remembering the players units and keep them (and any orders) "pending" while it tries to reconnect with the client (which would preferably display a message informing that connection was lost and the game is trying to reconnect) so they don't think there's some bug or end up leaving while it's reconnecting. This would probably increase the community and decrease the "rage quits".
Most other games (correction, all other games I've seen) can do this. Looking at one example that I very frequently play, Runescape, it is able to reconnect and politely tells me when I've hit a disconnection. It almost always is able to successfully reconnect me, and all actions continue real time (so if you were fighting a monster, you may find the monster - or yourself - dead). And seeing that *every* player in runescape has disconnected many times while playing the game, it's a wonder people can still play Glest on anything but the best connections (and that's assuming the other player has such a good connection too).
It's a big step, but in my opinion, one of the most important for Multiplayer (to be blunt, I'd rather have this than a masterserver
. At least reconnecting would let me play multiplayer).
You perhaps don't see this in your multiplayer games, and that's understandable, but please do not underestimate how commonplace losing connection is on the internet, and very very few people have internet as good as some of you might (and for many, that may not even be an option. Living in rural Saskatchewan gives me two choices: Dialup and Satellite. The latter massively beats the former, but is still downright terrible).