What are the similarities and differences between the game systems in ZU (http://zu.igg.com) and in the traditional D&D system?
Usually, in traditional D&D games there are two big factions so that it is obvious who are your compatriots and who are your enemies. Also the character attributes are mostly strength, agility, intelligence and stamina, etc. which have an important impact on the development of the character. Players can easily judge which factors are more useful for their profession and which are not so useful when they get used to the progression of their characters development. And a pointed stat plan could be made for themselves with not too much room for exploration unless they want to experience something new with a different stat plan. This mode, with the main goal being the addition of stats, limits the performance on the players end.
ZU online has taken a different approach and made a breakthrough in stats points distribution with our four creative attributes: trinket, trade skill, ability and summon. Apart from each having a single effect on character development, these four attributes also attach much importance to the ability of refining, summoning gods and little trinket training. Thus character growing room can be greatly increased, with the end result being a more personal playing experience for players.
Also the ZU Online Quest system is very unique. In order to present a thorough training process, since birth there will be a primary quest that the character will strive to attain throughout its development. In addition, branch quests will be available in different growth stages complementing the primary quest. Thus players can go into the depths of the whole game and its storyline while obtaining the rewards in game as well.
No matter what the fantasy game you like, whether eastern color or western charm, both have unique values. However, I believe for most western gamers the new brand of eastern games will bring more highlights with its simplicity.