WGTicon:it was live 3-4 weeks and it didn't work.
To be honest and perfectly frank, WGT's implementation back in December 2009 was poorly thought out and flawed. (For example, you were in a multi-player game with two others and those two players quit on you. You remain alone in the game so you quit to find another opponent. Your reputation suffered because you left the game.)
Many well thought out and simple implementations, like this one, have been proposed by the WGT Community but totally ignored by WGT
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WGTicon:There is simply no way to see how someone quits; whether it is on purpose or not.
Although I find this hard to believe, given the robustness of the protocols used and evidence to the contrary, let's assume the statement is true.
It does NOT matter why someone quits. If it was due to a poor ISP connection or the user's computer locked up, AND it happens infrequently then we should be able to accept a small hit to our MP reliability counter. If it happens frequently, we have a problem that needs to be sorted and we shouldn't be signing up for MP games in the 1st place.
However since December 2009 the biggest disconnect issue in multi-player games has now become game freezes caused by WGT. "We're sorry, an error has been detected, pleas close your browser window and try again...."
Making sure users reputations don't suffer due to WGT failures appears to me the biggest barrier.