I came across an article that pretty much explains why we need CU.
"Why we like old MMO like Dark Age of Camelot"
It was the people. The community. Living in a virtual world. A harsh virtual world that brought people together and encouraged to you team up. Modern MMOs try everything they possibly can to make sure that you never play with anyone else. I'm going to tell a long story. Like many who started playing MMOs back in 1997-2003, I find modern MMOs lacking in many ways. They're just too different from what we had back then. They focus on singleplayer instanced quest grinding, whereas MMOs back then focused on creating virtual worlds for people to socialize and live in. So I will tell you a story of one of my first big group experiences in Dark Age of Camelot. This story emphasizes many of the features absent from modern MMOs. Settle in, it's a long one.
I was a level 7 Armsman wandering around Camelot Hills looking for something to do. I walked about exploring, but not straying too far, lest I get lost (no in game map, which pulled you into the world like you wouldn't believe). I talked to some players, and many of them mentioned a place called the Tomb of Mithra.
I decided to go up to the local Keep and talk to guards there. They referred me to the local crier. I wasn't sure where he was. I typed "/where Crier Ulwyn". The guards literally pointed me in the right direction. Quests were rare in DAoC, they were done more for the story, for solving puzzles, and for finding new places you didn't know existed. The item reward was secondary. NPCs existed to flesh out the world and make it feel like a place. There were lots of dialogue options with even the lowliest NPC villager.
I talked to the crier, clicking through his dialogue, occasionally typing in words to get more information. On a whim I typed "Mithra" and he gave me a story, basically explaining how it was a horrible hell hole and I should stay away from it. I decided I must go there.
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