Frankly, I am a bit surprised there are not more posts than these about peculiar games/results. From my perspective, there are some definite issues with the new engine.
1. HCA is too much of a factor in game results. Do we really want RL to be purely followed, and if so, who in their right mind is going to want to travel on the road in nc play.
2. Half time logic is making less sense now than it did before. At least, you could predict that your adjustment would go to a negative number before. Now, there is no telling which way it will move, and it doesn't seem to reflect how the other team is scoring, or the potential distro pattern of the other coach.
3. 3 pt. shooting has to be way up. There are several examples that I could cite, but one of my teams is not a particularly strong 3 pt. shooting team. Yet, this particular team made 33 3 pt. attempts against a -1 DEF. Before the new release, it was rare to see a team putting up 36%+ of their shots as 3's. Now, it has become common to find them over 40%, and this includes the SIMS.
Last night, one of my teams went to a +1 against a team that had a truly weak PG. The other team made 27 or so 3 pt. attempts and was reasonably successful (33%). Of course, the engine moves to a -1.(?)
4. It was my impression some diminishing return on distro would be implemented in the new engine, but things actually seem to be worse than before.
5. DEF placement is dependent on many factors and the outcome of a game can vary drastically because of this. Yet, there should be some reasonable standard by which one can plan a game, and right now, there does not seem to be one that makes any kind of sense. One only has to look at the number of teams that are using extreme DEF's (+2 and +3, or - DEF similar the other way) to counter what might otherwise be a balanced OFF team, and they are having a high level of success doing this.
In any game using AI/rng, one has to expect the unexpected. However, that has become more the norm than the exception.