The atmosphere, tone, setting and set-up are all entirely different... and you know this, and are being facetious.
I could split hairs and say 'a cart is not a ship' - in order to make that 'the same' you'd have to reduce the descriptor to an incredibly generic term, to the point of the statement having no meaning; this is not true of the example you're holding it up against, whihc are both set upon ,and use as their introductory setting, a literal ship - one is an astral ship, but ships they both very much are, in every way that matters for the plot element.
I could split hairs and say that we do not stay on the cart, and the rest happens in a different location, unlike the example you're holding it up against, for which the ship is the entire setting for the introductory sequence.
I could split hairs and say 'arrive at a camp' is not at all the same as 'break free on a ship'
I could point out that your last example is entirely different to the thing you are holding it up against, and is by your own descriptive words not even remotely the same thing at all...
I don't really need to do any of that, because you already know this, and if I try, you will just continue to be flippant and pedantic for the sake of being so, without really engaging with the topic in a meaningful way.... and I know that you are capable of being far better than that, Ragnarok, so it would serve neither of us to feed that aspect of your behaviour.
Rather than doing that, I'd recommend you address yourself to the wealth of individual elements that pair one-to-one between these two games opening introductions and first acts; they are numerous, specific and sufficiently detailed to be visible to many players as directly recycled elements. Please do share your thoughts and feelings about those.
Wow, well THIS is a language barrier. First of all, why would you start your points with a poorly disguised antagonism regarding another user's way of thinking and behavior? All I see as a bywalker is a logical thought, that a lot of stories follow same patterns to engage the audience. Why would you deny that? Human brain is very good at discerning patterns and it is natural that Rag, likely having a well developed imagination and abstract thinking capabilities?, was able to read similarities in the plot structure of those games. I can do it as well. Also I think there is nothing bad about having same plot structure, if it works - engages the player.
The overall mood of the sword coast surely draws inspiration from the DOS games. However, the level design itself is far more complex with a fully developed vertical level design system. I don't remember the multi-leveled design with wooden beam walking in DOS2. Don't recall complexity In approaching a location either - there are a lot of interactive environment pieces like mushrooms you can jump on, protected barriers that require conditions to break, several ways to infiltrate locations. What is fundamentally wrong with improving on an already strong base of the original ideas? What do you expect from the level design personally? What exactly don't you like about the current one? And how subjective is it?