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This happens nearly every time.
I'll know tonight if this is just a problem between him and I or if my other two teammates have the issue too.
I'm going to assume at this point, it's most likely a NAT / Port Forwarding issue, like you said AndyN. What ports does Monaco: What's Yours Is Mine use? I will try port forwarding them on my router to see if that helps.
As a suggestion, AndyN, your developers should look into the coding behind using SteamWorks in Monaco so that the game lobbies in-game still run and do not "timeout" whenever Steam goes down. I encountered a lot of timeouts during the Steam community downtime a little while ago when connecting to many different public lobbies. I think if that small issue can be resolved, then that would make the game experience much better for everyone - that and some of the small lag issues encountered (e.x. for moving around once everyone is actually in-game).
Having said all of that, Monaco is an amazing game and I really hope to see more amazing content from you guys in the future!
Anyways, thanks everyone for your replies! If there's any more related discussion or questions to add, please feel free to comment on it here.
Small update: We've tried someone else hosting. I am in Canada, the friends are back in the US. When I hosted, they could not connect. When one in the US hosts, the other US can connect, but I cannot. (We have a third USA friend, but he's still downloading.) Don't know if that helps, but, it was worth noting, I felt.
Update 2: All 3 US friends can connect to one another with ease, no matter who is hosting. I remain the only one unable to connect.
UPDATE 3! : Restarting Steam and verifying cache seemed to work, even though nothing was downloaded. Not sure what the heck's up with that, but, we seem to be in a lobby. On to breakin' out of prison. . .
We received the same "Connecting to server..." error no matter how many times we connected (to public or private lobbies) earlier. However, seeing as how Steam is now online again, everything is working properly as it should be - with a little added lag once everyone hops in-game (though, I'm thinking that might just depend on the host's internet connection, but I'm not entirely sure). Anyways, I hope that helps!