How do you figure that?
- oldman
First, let's clarify he's more referring to the auto switchers (green names) as opposed to the side jumpers (6hr timer.) I'm not sure how this would impact new players per se, but it does have an impact on gameplay at times.
ok, hypothetical (actually based on direct observation, lol): here's an image that may help you visualize how auto switching isn't effective, especially when numbers are below a threshold of about 40 or so people. This is basically every morning where bish will often have double the numbers of knits/rooks combined for a chunk of time (8a-11a CST.)

If you have auto switchers (which there are in mornings as bish have numbers, always) bouncing between rooks and knits it creates an instability in limited resources (players to push back against the swarm.)
For example, the bish are now going for rooks in that image. Bish will devote 80-90% of their forces (9) to those few rooks (3) while those knits (2) try and take back bases from bish (2) defenders.
If you have an auto switcher (or more) bouncing between rooks and knits, you might lose them when you need them most. There have been times when 7 of the rooks online, 4 are auto switchers who may get bounced to knits at any time messing up defense as those bish target multiple bases, or knits lose them right when they need them to help cap a town for a take.
Once numbers reach that threshold (evenings) the impact is less noticeable as the numbers hit their usual, albeit shifting, populations. You can note Eagler mentioning that auto switch during evening hours does not necessarily translate into guaranteed action.
If I had my druthers, I'd remove auto switching and lessen side switching to 1-2 hours instead of the current 6.