In this game, it all comes down to time vs reward. Everyone wants to get items, yet unfortunately most would rather ride the coat tails of others to profit. Hence, it has led to the current situation with col. reives and wk reives.
Here's the problem:
A lot of people want gear off wk reives, yet no one is doing reives in certain zones to raise the col. % to allow people to do them without an "army of cors and smns".
The rate at which col. % increases/decreases shows that it's a server wide problem, as no dedication from 5-6 players will make any noticable difference.
The current col. rate in Marjami ravine however proves that people do in fact do reives. The reason is clear though as to why. People want capes. If someone can get bayld in any zone, but a certain zone has items that drop that people want, it stands to reason that is why this zone's col. rate is skewed vs. the others.
Allow me to make the following Proposal:
Make highly sought after items drop from zones' reives when colonization is at a low %.
Items would include:
Airlixer +1's
100 pieces from dynamis
linen coin purses
heavy metal pouches
Short term results: People will spread out and do reives where zones are at the lowest % for a chance at certain items.
Long term results: col % will increase steadily over all zones until all zones are at 100%, allowing people to do wk reives not only faster, but easier, and thus everyone wins. This would also "address" the situation where players are unable to obtain certain items due to interest in said content waning, i.e. voidwatch and salvage. This would also address the current complaint that certain players are unable to obtain airlixers to upgrade delve armor.
Suggested drop ratio:
0-19% col. rate - 50% drop on one of the above per reive.
20-39% col. rate - 40% drop on one of the above per reive.
40-59% col. rate - 30% drop on one of the above per reive.
60-79% col. rate - 20% drop on one of the above per reive.
80-100% col. rate - 5% drop on one of the above per reive.
At the end of the day, it's not only the players that want to get paid. This would extend the value and playtime of the playerbase, thus allowing development to get the most playtime out of Adoulin content, increasing potential revenue to Square Enix lost from cancelled accounts due to frustration over the current situation.