Kramer wrote:i have been to some SOD boards and most of the folks are saying it's very different than original EQ, just has the same graphics, is this true, and if so how different?
The game has a storyline. You don't have to follow it, but it's very rewarding.
Quests are worth more EXP then leveling.
There are actually quests in this game from level 1 all the way to 65.
Quests items are generally very uber.
Quests pwn.
Religion and faction play a bigger role in this game. The choices you make during quests affect both of these.
Every level specialization points are earned that basically increase certain attributes like healing, attack, avoidance, ect.
Stats play a much bigger role in SoD.
CHA is incredibly important to detrimental spell as it affects resist rates.
AC is far more valuable.
The items are balanced according to class.
Tradeskills produce items / armor that is on par or better than most armors in the game.
The community is great.
Don't fuck with the GMs. They will ban you.
Regen is super fast when out of combat. It follows the same basic rules that WoW uses.
Dots are incredibly strong. In order to increase effectiveness of dots they made them reduce the amount of damage a mob deals. This is capped at 10% less damage.
The zones are totally revamped with different mobs, lore, and quests.
Guk is now Mielech. Guk A B and OS are all connected. (very cool place)
You can bind anywhere outside of dungeons with /cm bind
There is a thing called a bandlist. It's kind of like a group, but it allows for exp to be shared between characters even if they are offline. This is great if you are 2 boxing or have some friends and you don't want to out level them or vice versa.
GM events are very common. They are also a lot of fun.
There are no kunark zones present. They will come out when development is done. But the story is included with them that you learn from doing the main quest. Basically raiders from kunark can try and take over zones. Defenders (players) can hold them back for exp, rewards, ect. I've only done this once and it was a lot of fun.
Pet classes own hard has aggro does not transfer to a player if within melee range. Beastlords for example can be attacking a mob with their pet tanking. (huge diff)
The game gives me a sense of excitement and challenge that live eq just doesn't deliver.