but maybe its more limiting than helping...
no, the problem is on a different scale.
The RPG-Makers are probably the only successfull "medium-level" game development engines with very few competition in that area.
But to understand that you need to know the different levels of game editors.
Hundreds of games out there come with their own editors, but those are what I call "low level editors" - they can be used to edit some maps for that specific game, but they can't make any modification to the game engine itself.
Those types of editors are very common and very easy to use, but extremely limiting as they can't do anything other than that specific game.
On the other hand there are the fully professional engines like Unity etc. But there is a reason why only professional developers use them - and that is because they have absolutely no "game-framework" at all, everything needs to be programmed in by the game developer. They do not have anything comparable to the RM's "database", because even that has to be programmed before anything can access it.
That is what I would call "high-level" game development because it requires highly competent teams of programmers to get anything done in it.
The RPG-Makers are between - they give you structures like the database where everything for the default game-type of J-RPGs can easily be entered, but at the same time allow anything to be changed or added through the open code and plugins.
But that does NOT mean that adding non-default things is the same as simply putting a few values in - the more you leave the default, the more work and the more knowledge is required, same as if you had a high-level deveopment engine.
And you cannot assume that you can make a complex game without learning first, the only way to make a game simple in development is to go down to low-complexity programs is by assuming that everything is already preset for you with any options of change denied to you.
yes, those engines exist - but then you're struck in those engines. Like for example the many FPS-games where you have almost no RPG-Elements but can easily make maps to have the players shoot each other on but RPG-Elements are impossible to add.
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but now I get offended, where do I say I havent putted in 100 hours?
You didn't say anything about how much time you have put in, but neither did you give any proof or even a hint that you had. Quite on the contrary, your sentences like
I need to learn how to choose chars, how to set battles, xp rate, mp rate and so on, and so on.
read as if you haven't put in much time.
And really? If you think that 100 hour is a lot of time then you're badly mistaken. I once wrote a tutorial for guiding new users through the first steps for learning the basics - it is the "starting point for new users" linked in my signature and praised by a lot of people around here.
On average you'll need 100 hours just to work through that and its linked tutorials just to learn the basics - before doing even a single click on your own project idea.
Have you read the answers about people working on their games for years? with dozens of hours every week? 100 hours is absolutely nothing in game development, especially if you're only starting. And you haven't even shown a single screenshot or anything to indicate that the idea for which you're looking for help has anything to it.
Please check the forum sections - there is a section called "project recruitment" that is exactly for what you wanted to do with this topic originally - topics where the developers looks for help or a team. But this topic would never have been approved there - the rules for project recruitment require you to put in extensive project descriptions, exactly because anyone needs to have more than a few sentences of an idea before he can ask for people to join his team.
And you cannot expect any volunteers without giving that info, which is stil missing here.
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And another word about multiplayer:
Any even halfway-decent multiplayer requires a server. That is either a local computer for local multiplayer (and how many people have more than one computer at home), or an internet server rented from a hoster (which requires payments of at least 10$ per month depending on which country you're in, going up to 50$ per month for better servers that could handle a few hundred players.
Nothing in the RPG-Makers supports a server-structure, they would have to be completely reprogram the engine in addition to those costs for the server. There are people who are working on such plugins, but they are not yet complete (as far as I know).
And a multiplayer will ALWAYS limit the battle-functions, because those have to be handled server-sided and can't be done by plugin.
But the RPG-Makers never were intended for multiplayer, so you can't say they're limited because they can't do that.
Try to get one of the existing multiplayer engines to support the wide range of RPG-Options that the RM has and you'll see that they fail even worse in those cases.