Numbers tend to sweep the instant action short attention spanners and lone wolfs along with the flow. They get caught up in all the action numbers generate at any location on our maps. These players existed back before the 2009 start of the numbers down turn. With out those numbers for them to go along with the flow, to take advantage of the action, they are not a type of person who is interested in "creating" the fun. That's why instant action with all the sound and fury type games attract them. Especially if they think the game is free. It is also the reason squads are essential to the health of our game because the friendships are why many of those players keep coming back providing the bulk of the numbers we still have today. You see this on display every Friday night at FSO.
The game in it's traditional format can sustain the instant action and lone wolfs. Back in the day when they popped in for the first time, the numbers of players all going somewhere and doing something all the time was the attractor that kept them coming back. Every time these days a sudden uptick in numbers blooms at a location, you see everyone who can, get drawn to the action. You also see how our smaller numbers contributes to the shorter lifespan of these action outbreaks by the first wave of players not being sustained by a 2nd and 3rd like in the past allowing them a mental breather from getting killed. Then getting back into the fray because there was still a concentration of numbers creating action and fun, while today's obvious sense of the fight being lost inside of 30 minutes was not a norm back then. Today the sense of when the tide turns is very well honed with smaller numbers, shortening many large engagements so your sweet spot window for action is much shorter. Good or bad, with smaller numbers, today's players are more willing to see the writing on the wall and find another fight rather than offer up their scalps to a perceived lost cause or the same vets too many times.
Numbers is the secret to the attraction of this game. Shrinking the arena size will not proportionally ram a courage rod up anyone's kester and magically turn them into a fighter. Numbers will though, proportionally reduce your work load to finding people in circumstances attractive to your game play style to shoot down. You will be more inclined to ignore those who run from bad circumstances early. In a target rich environment it's easier to hide in plain sight for the early runners, while you didn't notice that most players ran back then just like they run away today. Because of the low numbers the running and other things players do to avoid getting killed are not proportionally hidden in the crowd. Most people in most games don't want to fight, they want to hide in plain sight and bag a few kills the fastest way they can.
Anyway AH3 is about on us, and it has an instant action arena where you sit in the Oclub and get thrown into a fight after an automated countdown. Shades of WT......