We don't have Friends/Followed-Players feature yet that would solve exactly this requirement.
We also don't (yet?) have efficient way to query this kind of data either.
If you just want online players, that can be done with an ephemeral actor that keeps the online players in a list, and playeractors add themseleves there. Essentially a simple in-memory db. Playerdata is quite small, so even a simplest implementation should scale quite ok.
But this presence bool is not enough in practice. We also need player avatar data, i.e. their names, "ranks", xp counts etc. As we don't want to query this data from the players (we'd need to ask 100 players to show the playerlist -> slow and uses a lot of resources), we need a Persisted avatar storage the players keep up-to-date. In practice, this can be just a new SQL table that player actors keep up to date. With proper indices, this might scale to a medium scale game fine.
But at larger scales, we believe we need more advanced data structures and storages.