MMO vs Single Player
Every gamer out there realizes the gameplay differences of an MMO vs a single player game (aside from playing with others vs playing alone). A meta gamer will not meta-research a single player game (or will do so with some limitations in mind), as this will ruin the fun for him and will kill immersion, beating the very reason hes playing the game in the first place. In a pure MMO though, he will try to find the most efficient way to achieve sooner what others achieve later (currency, xp etc). ED is a weird mix! Single player in a MMO world, or MMO in an single instanced world with dynamic content, take your pick. Borrowing traits from both has its upsides, but the meta gamer may fail to understand where to relax and just enjoy the game.
Real Life skill
Being good skill-wise in a skill-intensive game has nothing to do with meta. You can be dead-poor but awesome in a Sidewinder or a shooting practice dummy in an Anaconda.
What this game lacks for it to be a Sandbox MMO
While this subject is saturated in this forum, the fact that you cant really get the MMO-sandbox (that FD promotes) feeling, kills the MMO experience for the meta-gamer. Aside from the arena-like pvp and the constant danger of being ganked (that can easily be avoided by going single), player interaction is absent. Yes the market is dynamic, driven by player actions as well as NPC actions, but that could also be simulated to an extend with some algorithms. Bringing corporations, Player owned structures/systems and/or industry could solve that, but I don't think this game aims at that, it "feels" against its nature so far.
Meta gaming
The lack of the complexity of a pure MMO, in addition to the simplicity of a Single player game, make it very easy for one to reach its meta limit. I've played less than 10 hours before finding the way to earn > 1.5m/hour, making it only a matter of time before I reach the best ship/loadout credits can offer. The grind to that point though feels like grinding for credits in a single player game, which was ok 10 years ago, but not today... Finding the best loadout may take a little extra research and testing but is still doable, leaving only pure RL skill decide the good players. While this might seem like a good thing (and really is to some extend), everyone else is left hanging with a feeling of underachievement that leads to people leaving for other games which reward time investment over pure skill. Dont get me wrong, rewarding real skill is good but if you want numbers you gotta reward everyone.
TLDR: The meta-research that ppl engage to, as they are used to do in MMOs, kills the fun of the game. There isn't much incentive to perceive it as a single player game and there isn't much complexity to live up to "sandbox".
Disclaimer
I am a fairly new player and I come from EvE Online, which surely has taken its toll on my standards.
Every gamer out there realizes the gameplay differences of an MMO vs a single player game (aside from playing with others vs playing alone). A meta gamer will not meta-research a single player game (or will do so with some limitations in mind), as this will ruin the fun for him and will kill immersion, beating the very reason hes playing the game in the first place. In a pure MMO though, he will try to find the most efficient way to achieve sooner what others achieve later (currency, xp etc). ED is a weird mix! Single player in a MMO world, or MMO in an single instanced world with dynamic content, take your pick. Borrowing traits from both has its upsides, but the meta gamer may fail to understand where to relax and just enjoy the game.
Real Life skill
Being good skill-wise in a skill-intensive game has nothing to do with meta. You can be dead-poor but awesome in a Sidewinder or a shooting practice dummy in an Anaconda.
What this game lacks for it to be a Sandbox MMO
While this subject is saturated in this forum, the fact that you cant really get the MMO-sandbox (that FD promotes) feeling, kills the MMO experience for the meta-gamer. Aside from the arena-like pvp and the constant danger of being ganked (that can easily be avoided by going single), player interaction is absent. Yes the market is dynamic, driven by player actions as well as NPC actions, but that could also be simulated to an extend with some algorithms. Bringing corporations, Player owned structures/systems and/or industry could solve that, but I don't think this game aims at that, it "feels" against its nature so far.
Meta gaming
The lack of the complexity of a pure MMO, in addition to the simplicity of a Single player game, make it very easy for one to reach its meta limit. I've played less than 10 hours before finding the way to earn > 1.5m/hour, making it only a matter of time before I reach the best ship/loadout credits can offer. The grind to that point though feels like grinding for credits in a single player game, which was ok 10 years ago, but not today... Finding the best loadout may take a little extra research and testing but is still doable, leaving only pure RL skill decide the good players. While this might seem like a good thing (and really is to some extend), everyone else is left hanging with a feeling of underachievement that leads to people leaving for other games which reward time investment over pure skill. Dont get me wrong, rewarding real skill is good but if you want numbers you gotta reward everyone.
TLDR: The meta-research that ppl engage to, as they are used to do in MMOs, kills the fun of the game. There isn't much incentive to perceive it as a single player game and there isn't much complexity to live up to "sandbox".
Disclaimer
I am a fairly new player and I come from EvE Online, which surely has taken its toll on my standards.