The first, and most obvious point is that you want a general idea of where you want the ball to land (no aiming for water unnecessarily Wink ).
The next thing you will need to consider is wind. Check this carefully, as SO only displays it in 16 directions (N, NNE, NE, ENE, E.......NW,NNW). Rotate the camera (click and drag right mouse key) until the arrow changes direction, now do this the other way. The midpoint is the true compass direction and this can be used to get a better idea of the wind. You will now know that the true wind is closer to the whatever wind was closer when you moved the camera. It's a bit wordy, but you'll get used to it after a few shots.
As for how much to adjust, give it 1% for every 0.3m/s tailwind/crosswind (note this means its about 1% for every 0.42 m/s diagonal wind) You can get an idea of how much this is exactly by using the circle (the inner circle 10 yards in diameter)
Thirdly, you need to consider the lie. I recommend you do this by feel, as the formula for it may make you throw up Laughing. If you hate maths, skip the next bit and continue from the **.
For the mathematically inclined, distance ~ cos(X+Y)D0/(cos^-1(X)) where X is angle of elevation for the club, Y is the uphill angle of the slope (negative if downhill) and D0 is your natural distance (100%-0% and no other adjustments). The club angles are approximately as follows (not given in game):
driver: 7 degrees
3W: 15 degrees
5W: 19 degrees
3I: 21 degrees
4I: 23 degrees
5I: 27 degrees
6I: 28 degrees
7I: 30 degrees
8I: 35 degrees
9I: 39 degrees
PW: 44 degrees
AW: 49 degrees
SW: 57 degrees
Add about 5 degrees for backspin from 5I and lower, similarly add 5 degrees for topspin (though it varies with the skill stat)
The lie angles can be worked out with basic triginometry (tan^-1 hieght/length)- use your screen for approximations. Use the largest feasible sample for accuracy.
Note that if X+Y<0 the ball will go downwards and won't go far. Likewise if X+Y>90 it will fly up in the air and can will go backwards. The formula isn't accurate for extreme downhill lies,
** It should be noted that the effect on the ball is determined by the lie under the ball, not the character's feet. However, these are the same 99% of the time.
For side lies, the easiest way to judge the balls path is to mentally draw a line from the feet to the ball, and the line going through the ball perpedicular to this will be the approximate path.
The other factors don't require as much thought, but are the most important. Take the middle of the %ages for fairway, rough, sand etc. Rain takes off 11%, cloud takes off 6%. Add 0.5% for every degree above 25C and take 0.5% for every degree under 25C. ++
The one factor that is often overlooked by beginners is the balls roll. The circle only tells you the first bounce (before you add the above factors). This is quite a tough adjustment to make as it depends on so much. I would advise adding 10% for long clubs if you are hitting green directly, 6% otherwise. For lower clubs, use backspin and add about 5% initially (you shouldnt hit fairway at all if you hit with backspin with a low club). This will change at higher levels.
There are 2 cases where you have to hit differently (they aren't common outside of cadeiger though). The first is when you have a big drop in elevation (-25m or more), gravity seems to stop acting when the ball gets to level , so backspin always and aim a fair bit short.
The other is when you are chipping and the pin is at the end of big uphill, consider using a higher club at a lower power.
++ the circle appears to be affected a little by temperature, so a case could be made to ignore it.
Now for some out of game tips:
When you get the cyma for doing the antony-bestra quest for getting to level 21, either save it until you're SP.
When you get access to the auction house, check the items VERY CAREFULLY. Check endurability, whether its repairable or not (will be a message in the repair cost slot), and search for the item to compare prices (they are usually the same price for every char).
If you need a mag, make a new character for the 18 hole mag and cyma and transfer it via the individual locker at Potter, then delete the char so you can repeat it 2 days later. Not exactly effective, but if you don't play much or can't afford to buy one, it works.
If you are finding it hard to find a game, ask someone in gamelist or square, there is usually someone nice enough.
I would highly recommend joining a guild too, most guilds will happily take in newcomers and you will find it easier to get games (if you're not, y
ou're in the wrong guild).
Save your NG, don't completely change your clubs too often (I'm level 81 and still use a level 25 SW). Stay away from the main 3 special club sets (tornado, hurricane and tempest) until you can sustain them, the repair costs are expensive.[/list]
Submitted by : manudude03