I say what I've said many times before:
I've been playing since release, and I've been in Open the entire time.
I spend all my time these days hanging around near Sol, near lots of famous landmarks in the depths of Fed space... and I have still had a grand total of two conversations with other players (and those both took place in the Pleiades nebula), and played with/fought against a grand total of zero. That is not even remotely the experience of playing an MMO, by any definition.
There is nothing wrong on my end; when I'm not playing Elite, I'm playing Dark Souls 1 and 2, in which I can't go ten minutes without encountering another player... and that game has much more of a singleplayer focus, and yet far more complexity in its p2p usage and connection rules (requiring specific player states, locations, stats etc). Similarly, I've spent a lot of time playing Warframe, a p2p-driven coop shooter, with absolutely no connection issues.
Elite's multiplayer problems are multifaceted:
* there are clearly limitations and issues with the networking. Those few systems I've encountered with more than one other player in supercruise, grind to a halt; the framerate plummets, and everything rubber bands.
* The actual probability of me seeing so much as a single hollow contact seems far lower than it should be, even when we take into account the vastness of the galaxy; even in "core" systems, visible human traffic seems very, very low, which rather suggests that I may be missing potential connections.
* On this note, the ambitious scale of the galaxy is almost anathema to the p2p model of small-scale player interactions; populated systems are like grains of sand on a beach, and yet there is very little to differentiate between them in terms of content. As such, leaving aside specific "community events" and the like, there is nothing to cause players to gravitate towards certain areas, beyond the novelty of visiting [insert famous system from science fiction].
* Similarly, the current system of travel (the lack of jumpgates) means that the geography is unique to everyone, further splitting people apart - someone with a low-range drive will be traveling through systems that players with high-range drives will skip over entirely, without even noticing, essentially dividing the population by frameshift drive quality.